Abstract

This paper introduces a new method for simulating homogeneous subsurface light transport in translucent objects. Our approach is based on irradiance convolutions over a multi-layered representation of the volume for light transport, which is general enough to obtain plausible depictions of translucent objects based on the diffusion approximation. We aim at providing an efficient physically based algorithm that can apply arbitrary diffusion profiles to general geometries. We obtain accurate results for a wide range of materials, on par with the hierarchical method by Jensen and Buhler.

Files

Links

BibTeX

@ARTICLE{Munoz11_cgf,
 author = {Munoz, Adolfo and Echevarria, Jose I. and Seron, Francisco J. and Gutierrez, Diego},
 title = {Convolution-Based Simulation of Homogeneous Subsurface Scattering},
 journal = {Computer Graphics Forum},
 volume = {30},
 number = {8},
 publisher = {Blackwell Publishing Ltd},
 issn = {1467-8659},
 url = {http://dx.doi.org/10.1111/j.1467-8659.2011.02034.x},
 doi = {10.1111/j.1467-8659.2011.02034.x},
 pages = {2279--2287},
 keywords = {subsurface scattering, convolution, rendering},
 keywords = {I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Color, shading, shadowing, and texture, I.3.3 [Computer Graphics]: Picture/Image Generation—Viewing algorithms},
 year = {2011},
 }
@inproceedings{Echevarria10_ceig,
 author = {Jose I. Echevarria and Adolfo Munoz and Francisco Seron and Diego Gutierrez},
 title = {Screen-space Rendering of Translucent Objects},
 booktitle = {Congreso Espa\~nol de Inform\'atica Gr\'afica},
 year = {2010},
 isbn = {978-84-92812-50-9},
 location = { Valencia, Spain }
}