2010
DOI: 10.1007/s11432-010-0068-y
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Subsurface scattering using splat-based diffusion in point-based rendering

Abstract: Point-based graphics has gained much attention as an alternative to polygon-based approaches because of its simplicity and flexibility. However, current point-based techniques do not provide a sufficient rendering quality for translucent materials such as human skin. In this paper, we propose a point-based framework with subsurface scattering of light, which is important to create the soft and semi-translucent appearance of human skin. To accurately simulate subsurface scattering in multilayered materials, we … Show more

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Cited by 5 publications
(5 citation statements)
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“…Recently, a surface splatting method for simulating scattering of light in skin has been introduced . This method assumes that the diffusion of light is isotropic; therefore, its effect at a splat can be expressed as a Gaussian distribution applied to the radius of the splat.…”
Section: Resultsmentioning
confidence: 99%
“…Recently, a surface splatting method for simulating scattering of light in skin has been introduced . This method assumes that the diffusion of light is isotropic; therefore, its effect at a splat can be expressed as a Gaussian distribution applied to the radius of the splat.…”
Section: Resultsmentioning
confidence: 99%
“…According to our experiment, the simple selection of w=1 for skin and w=0.5 for facial feature areas works well in practice for generating perceptually correct renderings. For the rendering stage, we use a splat-based representation [5], in which point samples are converted into surface splats with the orientation and spatial extent optimized to fit the geometric and facial features. For efficiency, each splat is represented by a circular disk that is centered near the sample point position p, oriented orthogonal to the normal n, and has the radius r and the splat color c. The scale factor of the radius r of each splat is determined in a locally adaptive way.…”
Section: Feature-adaptive Simplification Of 3d Facesmentioning
confidence: 99%
“…In our implementation, the position of the proxy is simply chosen as the centroid point of the sample points in the cluster, that is, p = 1 k i p i . However, comparing with the object-space circular surfel representations for simplified models, the elliptical splats can in general provide a better surface coverage [5,28,34]. Perspective accurate splatting of circular or elliptical splats has been treated in [35][36][37][38] using shaders and α-textured polygons respectively.…”
Section: Simplified Surfel Generation: Generating the Representative Pointsmentioning
confidence: 99%
“…Then, smooth rendering of the elliptical surfels is performed analogously to standard point-rendering methods using a three-pass approach with ε-z-buffer culling and blending between overlapping surfels [30,31,34], although single-pass methods such as [40] could be used as well.…”
Section: Rendering Of Simplified Point Models By Ellipse-splattingmentioning
confidence: 99%