Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A signal-processing framework for inverse rendering
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
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A Visibility Matching Tone Reproduction Operator for High Dynamic Range Scenes
IEEE Transactions on Visualization and Computer Graphics
Reflectance and Texture of Real-World Surfaces Authors
CVPR '97 Proceedings of the 1997 Conference on Computer Vision and Pattern Recognition (CVPR '97)
A data-driven reflectance model
ACM SIGGRAPH 2003 Papers
Inverse rendering for computer graphics
Inverse rendering for computer graphics
Acquisition of time-varying participating media
ACM SIGGRAPH 2005 Papers
A practical analytic single scattering model for real time rendering
ACM SIGGRAPH 2005 Papers
CVPR'03 Proceedings of the 2003 IEEE computer society conference on Computer vision and pattern recognition
Density estimation for dynamic volumes
Computers and Graphics
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Computing the scattering properties of participating media using Lorenz-Mie theory
ACM SIGGRAPH 2007 papers
Modeling and rendering of heterogeneous translucent materials using the diffusion equation
ACM Transactions on Graphics (TOG)
Time-resolved 3d capture of non-stationary gas flows
ACM SIGGRAPH Asia 2008 papers
ACM SIGGRAPH ASIA 2008 courses
ACM SIGGRAPH 2009 papers
Digital Modeling of Material Appearance
Digital Modeling of Material Appearance
ACM SIGGRAPH ASIA 2009 Courses
Advanced material appearance modeling
ACM SIGGRAPH 2009 Courses
ACM SIGGRAPH 2009 Courses
Physical reproduction of materials with specified subsurface scattering
ACM SIGGRAPH 2010 papers
A Combined Theory of Defocused Illumination and Global Light Transport
International Journal of Computer Vision
Combining confocal imaging and descattering
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Dirty glass: rendering contamination on transparent surfaces
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Shape from single scattering for translucent objects
ECCV'12 Proceedings of the 12th European conference on Computer Vision - Volume Part II
Fabricating translucent materials using continuous pigment mixtures
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Inverse volume rendering with material dictionaries
ACM Transactions on Graphics (TOG)
Understanding the role of phase function in translucent appearance
ACM Transactions on Graphics (TOG)
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The visual world around us displays a rich set of volumetric effects due to participating media. The appearance of these media is governed by several physical properties such as particle densities, shapes and sizes, which must be input (directly or indirectly) to a rendering algorithm to generate realistic images. While there has been significant progress in developing rendering techniques (for instance, volumetric Monte Carlo methods and analytic approximations), there are very few methods that measure or estimate these properties for media that are of relevance to computer graphics. In this paper, we present a simple device and technique for robustly estimating the properties of a broad class of participating media that can be either (a) diluted in water such as juices, beverages, paints and cleaning supplies, or (b) dissolved in water such as powders and sugar/salt crystals, or (c) suspended in water such as impurities. The key idea is to dilute the concentrations of the media so that single scattering effects dominate and multiple scattering becomes negligible, leading to a simple and robust estimation algorithm. Furthermore, unlike previous approaches that require complicated or separate measurement setups for different types or properties of media, our method and setup can be used to measure media with a complete range of absorption and scattering properties from a single HDR photograph. Once the parameters of the diluted medium are estimated, a volumetric Monte Carlo technique may be used to create renderings of any medium concentration and with multiple scattering. We have measured the scattering parameters of forty commonly found materials, that can be immediately used by the computer graphics community. We can also create realistic images of combinations or mixtures of the original measured materials, thus giving the user a wide flexibility in making realistic images of participating media.