Proceedings of the 2003 Symposium on Interactive 3D Graphics - SI3D '03 2003
DOI: 10.1145/641494.641497
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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 10 publications
(13 citation statements)
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“…Skin translucency is related to the subsurface scattering of light in the skin layers. In reproducing the skin translucency, the model based approach has recently experienced great progress for interactive rendering [3][4][5][6][7] with the calculation of the subsurface scattering. Jensen et al [3 ]proposed a practical BSSRDF (Bi-directional Scattering Surface Reflectance Distribution Function) model based on the diffusion approximation of multiple scattering.…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…Skin translucency is related to the subsurface scattering of light in the skin layers. In reproducing the skin translucency, the model based approach has recently experienced great progress for interactive rendering [3][4][5][6][7] with the calculation of the subsurface scattering. Jensen et al [3 ]proposed a practical BSSRDF (Bi-directional Scattering Surface Reflectance Distribution Function) model based on the diffusion approximation of multiple scattering.…”
Section: Related Workmentioning
confidence: 99%
“…Jensen and Buhler [4] decoupled the computation of irradiance from the evaluation of the diffusion approximation to speed up the rendering process. Based on this decoupling, the local response due to subsurface scattering can be stored as kernels for an irradiance map [5][6][7]. Our method to control the translucency is the same process as this kernel based process on an irradiance map, although our technique is an image-based approach.…”
Section: Related Workmentioning
confidence: 99%
“…Instead, the 8D function must be sampled or computed on the fly. c The Eurographics Association and Blackwell Publishing Ltd 2004 Only very recent work [29,53,60] deals with interactive rendering of translucent materials. For instance, precomputed radiance transfer [83] can easily be extended to include subsurface scattering [84].…”
Section: Translucent Materialsmentioning
confidence: 99%
“…In this STAR we will only present algorithm for rendering opaque materials. The very recently proposed algorithms for real-time rendering translucent [29,53,60,84] and transparent [32,54] materials will be omitted to narrow the focus of this STAR.…”
Section: Materials Covered In This Starmentioning
confidence: 99%
“…Carr et al [CHH03] further improved this approach by using parallel computation and graphics hardware. In [HBV03,HV04], the contribution of light from every possible incoming direction is precomputed and compressed using spherical harmonics. With the precomputation, images can be rendered in real-time frame rate.…”
Section: Introductionmentioning
confidence: 99%