ACM SIGGRAPH 2006 Papers on - SIGGRAPH '06 2006
DOI: 10.1145/1179352.1141950
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A compact factored representation of heterogeneous subsurface scattering

Abstract: Figure 1: A factored composite wax material model applied to the Stanford dragon. The material is composed of two kinds of wax with different scattering properties. Left: illuminated by an area light source from above. Middle: the material's diffuse albedo (no subsurface scattering). Right: illuminated from above by a texture projection light. AbstractMany translucent materials exhibit heterogeneous subsurface scattering, which arises from complex internal structures. The acquisition and representation of thes… Show more

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Cited by 18 publications
(25 citation statements)
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“…This corresponds most closely to the setups in [Seitz et al 2005;Peers et al 2006;Ng et al 2009]. It is somewhat distinct from relighting with distant illumination [Debevec et al 2000], where a single lighting direction illuminates the entire surface.…”
Section: Light Transport Acquisitionsupporting
confidence: 64%
See 1 more Smart Citation
“…This corresponds most closely to the setups in [Seitz et al 2005;Peers et al 2006;Ng et al 2009]. It is somewhat distinct from relighting with distant illumination [Debevec et al 2000], where a single lighting direction illuminates the entire surface.…”
Section: Light Transport Acquisitionsupporting
confidence: 64%
“…First, many fast techniques for acquiring the light transport of real scenes have been proposed in recent literature [Debevec et al 2000;Masselus et al 2003;Peers et al 2006]. Precomputed light transport is popular even for synthetic rendering [Sloan et al 2002;Ng et al 2003;Hasan et al 2006].…”
Section: Motivationmentioning
confidence: 99%
“…Capture and re-render systems-both for general subsurface scattering materials [18], [37] and specifically for human skin [12], [16]-compute specialized material models from photographs of a physical scattering object. After this capture computation, the internal model can be warped into new geometry and rerendered.…”
Section: Capture and Re-render Systemsmentioning
confidence: 99%
“…However, because of the complexity of the scattering within these materials, efficient and accurate subsurface rendering is challenging and previous approaches have limitations. Monte Carlo (MC) algorithms [20], [26], [38] accurately solve the general subsurface rendering problem but their hours-per-image cost makes them impractical for most applications; algorithms using the dipole diffusion bidirectional surface scattering reflectance distribution function (BSSRDF) [27] are fast, even real-time, but can only model homogeneously scattering materials; and, though capture and re-render systems [12], [16], [18], [37] can quickly generate high-quality images, they can only redisplay captured material models.…”
Section: Introductionmentioning
confidence: 99%
“…Note that the detailed spatial patterns and anisotropic subsurface scattering in the real material are well preserved with the reconstructed light transport matrix, while the results generated by interpolation clearly exhibit artifacts. Also note that to capture the light transport effects with a similar resolution, brute force methods [Goesele et al 2004;Peers et al 2006] need dense light sampling, which is prohibitively expensive and time consuming. We show relighting results of the reconstructed light transport matrix in the companion video.…”
Section: Subsurface Scatteringmentioning
confidence: 99%