The zonal method for calculating light intensities in the presence of a participating medium
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Reflection from layered surfaces due to subsurface scattering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Rendering participating media with bidirectional path tracing
Proceedings of the eurographics workshop on Rendering techniques '96
Efficient simulation of light transport in scenes with participating media using photon maps
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Modeling and rendering of weathered stone
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
A rapid hierarchical rendering technique for translucent materials
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive Rendering of Translucent Objects
PG '02 Proceedings of the 10th Pacific Conference on Computer Graphics and Applications
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Clustered principal components for precomputed radiance transfer
ACM SIGGRAPH 2003 Papers
Interactive rendering of translucent deformable objects
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Real-time rendering of translucent meshes
ACM Transactions on Graphics (TOG)
All-frequency precomputed radiance transfer for glossy objects
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
All-frequency relighting of non-diffuse objects using separable BRDF approximation
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Interactive rendering with arbitrary BRDFs using separable approximations
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Direct-to-indirect transfer for cinematic relighting
ACM SIGGRAPH 2006 Papers
4D compression and relighting with high-resolution light transport matrices
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Accelerating real-time shading with reverse reprojection caching
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
A framework for precomputed and captured light transport
ACM Transactions on Graphics (TOG)
Compact and efficient generation of radiance transfer for dynamically articulated characters
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
Modeling and rendering of heterogeneous translucent materials using the diffusion equation
ACM Transactions on Graphics (TOG)
SubEdit: a representation for editing measured heterogeneous subsurface scattering
ACM SIGGRAPH 2009 papers
Precomputation-Based Rendering
Foundations and Trends® in Computer Graphics and Vision
Image-space subsurface scattering for interactive rendering of deformable translucent objects
IEEE Computer Graphics and Applications - Special issue title on generating 3D building models a VR playground for teaching math
Fabricating spatially-varying subsurface scattering
ACM SIGGRAPH 2010 papers
Rendering of translucent objects based upon PRT techniques
ICCSA'07 Proceedings of the 2007 international conference on Computational science and its applications - Volume Part III
An approximate image-space approach for real-time rendering of deformable translucent objects
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
An analysis of the in-out BRDF factorization for view-dependent relighting
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Large-scale data management for PRT-based real-time rendering of dynamically skinned models
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Efficient rendering of human skin
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Physically based real-time translucency for leaves
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Exploiting temporal coherence for incremental all-frequency relighting
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Optimized image sampling for view and light interpolation
VAST'09 Proceedings of the 10th International conference on Virtual Reality, Archaeology and Cultural Heritage
Accurate Translucent Material Rendering under Spherical Gaussian Lights
Computer Graphics Forum
A practical analytic model for the radiosity of translucent scenes
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
CUDA-accelerated simulation of multiple scattering using decoupling approximation
Journal of Visualization
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We present a technique, based on precomputed light transport, for interactive rendering of translucent objects under all-frequency environment maps. We consider the complete BSSRDF model proposed by Jensen et al. [2001]. which includes both single and diffuse multiple scattering components. The challenge is how to efficiently precompute all-frequency light transport functions due to subsurface scattering. We apply the two-pass hierarchical technique by Jensen et al. [2002] in the space of non-linearly approximated transport vectors, which allows us to efficiently evaluate transport vectors due to diffuse multiple scattering. We then include an approximated single scattering term in the precomputation, which previous interactive systems have ignored. For an isotropic phase function, this approximation produces a diffuse transport vector per vertex, and is combined with the multiple scattering component. For a general phase function, we introduce a technique from BRDF rendering to factor the phase function using a separable decomposition to allow for view-dependent rendering. We show that our rendering results qualitatively match the appearance of translucent objects, achieving a high level of realism at interactive rates.