Efficient Rendering of Local Subsurface Scattering

Authors: Mertens, Tom1; Kautz, Jan2; Bekaert, Philippe1; Van Reeth, Frank1; Seidel, Hans-Peter3

Source: Computer Graphics Forum, Volume 24, Number 1, March 2005 , pp. 41-49(9)

Publisher: Wiley-Blackwell

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Abstract:

A novel approach is presented to efficiently render local subsurface scattering effects. We introduce an importance sampling scheme for a practical subsurface scattering model. It leads to a simple and efficient rendering algorithm, which operates in image space, and which is even amenable for implementation on graphics hardware. We demonstrate the applicability of our technique to the problem of skin rendering, for which the subsurface transport of light typically remains local. Our implementation shows that plausible images can be rendered interactively using hardware acceleration.

Keywords: rendering; subsurface scattering; translucency; hardware acceleration; Monte Carlo method; I.3.7 Computer Graphics: Color, Shading, Shadowing

Document Type: Research article

DOI: http://dx.doi.org/10.1111/j.1467-8659.2005.00827.x

Affiliations: 1: Limburgs Universitair Centrum, Diepenbeek, Belgium , philippe.bekaert@luc.ac.be, frank.vanreeth@luc.ac.be, Email: tom.mertens@luc.ac.be 2: CSAIL, MIT, Cambridge, MA, Email: kautz@graphics.csail.mit.edu 3: MPI Informatik, Saarbrücken, Germany, Email: hpseidel@mpi-sb.mpg.de

Publication date: 2005-03-01

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