Proceedings of the 2003 Symposium on Interactive 3D Graphics 2003
DOI: 10.1145/641480.641497
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Interactive subsurface scattering for translucent meshes

Abstract: We propose a simple lighting model to incorporate subsurface scattering effects within the local illumination framework. Subsurface scattering is relatively local due to its exponential falloff and has little effect on the appearance of neighboring objects. These observations have motivated us to approximate the BSSRDF model and to model subsurface scattering effects by using only local illumination. Our model is able to capture the most important features of subsurface scattering: reflection and transmission … Show more

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Cited by 39 publications
(13 citation statements)
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“…It was first used to accelerate MC algorithms [24], [27] and then several papers extended these algorithms to improve their quality [7], [10], [11], [32]. Recently, the dipole diffusion BSSRDF has been used to create real-time algorithms [5], [6], [8], [21], [22], [31], [33], [34]; included in precomputed radiance transfer systems [41], [48]; and scaled to large scenes using a Light cuts based algorithm [2], [46].…”
Section: Dipole Diffusion Algorithmsmentioning
confidence: 99%
“…It was first used to accelerate MC algorithms [24], [27] and then several papers extended these algorithms to improve their quality [7], [10], [11], [32]. Recently, the dipole diffusion BSSRDF has been used to create real-time algorithms [5], [6], [8], [21], [22], [31], [33], [34]; included in precomputed radiance transfer systems [41], [48]; and scaled to large scenes using a Light cuts based algorithm [2], [46].…”
Section: Dipole Diffusion Algorithmsmentioning
confidence: 99%
“…For homogeneous material models, some efficient rendering techniques have been presented [Jensen and Buhler 2002; Figure 2: Light scattering geometry for quasi-homogeneous materials. Mertens et al 2003;Hao et al 2003;Lensch et al 2003]. …”
Section: Related Workmentioning
confidence: 99%
“…To this single scattering solution, Jensen et al used diffusion approximations for multiple scattering to rapidly compute subsurface scattering in homogeneous media [Jensen et al 2001;Jensen and Buhler 2002] (see also [Koenderink and van Doorn 2001]). Recently, several researchers have proposed methods for interactive rendering of homogeneous scattering materials [Mertens et al 2003;Hao et al 2003]. A large number of translucent objects, however, are not homogeneous, such as veined marble and human skin, and an efficient rendering technique that accommodates some degree of non-homogeneity is desirable.…”
Section: Related Workmentioning
confidence: 99%