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Interactive rendering of translucent deformable objects

Published: 25 June 2003 Publication History

Abstract

Realistic rendering of materials such as milk, fruits, wax, marble, and so on, requires the simulation of subsurface scattering of light. This paper presents an algorithm for plausible reproduction of subsurface scattering effects. Unlike previously proposed work, our algorithm allows to interactively change lighting, viewpoint, subsurface scattering properties, as well as object geometry.The key idea of our approach is to use a hierarchical boundary element method to solve the integral describing subsurface scattering when using a recently proposed analytical BSSRDF model. Our approach is inspired by hierarchical radiosity with clustering. The success of our approach is in part due to a semi-analytical integration method that allows to compute needed point-to-patch form-factor like transport coefficients efficiently and accurately where other methods fail.Our experiments show that high-quality renderings of translucent objects consisting of tens of thousands of polygons can be obtained from scratch in fractions of a second. An incremental update algorithm further speeds up rendering after material or geometry changes.

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  • (2013)A practical analytic model for the radiosity of translucent scenesProceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games10.1145/2448196.2448206(63-70)Online publication date: 21-Mar-2013
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Information & Contributors

Information

Published In

cover image ACM Other conferences
EGRW '03: Proceedings of the 14th Eurographics workshop on Rendering
June 2003
320 pages
ISBN:3905673037

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  • EUROGRAPHICS: The European Association for Computer Graphics

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Eurographics Association

Goslar, Germany

Publication History

Published: 25 June 2003

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EGSR03
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EGSR03: Eurographics Symposium on Rendering 2003
June 25 - 27, 2003
Leuven, Belgium

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Cited By

View all
  • (2017)Spatial Adjacency Maps for Translucency Simulation under General IlluminationComputer Graphics Forum10.1111/cgf.1313936:2(443-453)Online publication date: 1-May-2017
  • (2017)Interactive directional subsurface scattering and transport of emergent lightThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-016-1207-233:3(371-383)Online publication date: 1-Mar-2017
  • (2013)A practical analytic model for the radiosity of translucent scenesProceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games10.1145/2448196.2448206(63-70)Online publication date: 21-Mar-2013
  • (2011)SSLPVProceedings of the ACM SIGGRAPH Symposium on High Performance Graphics10.1145/2018323.2018325(7-14)Online publication date: 5-Aug-2011
  • (2010)Curvature-dependent reflectance function for rendering translucent materialsACM SIGGRAPH 2010 Talks10.1145/1837026.1837086(1-1)Online publication date: 26-Jul-2010
  • (2009)Curvature-dependent local illumination approximation for translucent materialsSIGGRAPH '09: Posters10.1145/1599301.1599382(1-1)Online publication date: 3-Aug-2009
  • (2008)Modeling and rendering of heterogeneous translucent materials using the diffusion equationACM Transactions on Graphics10.1145/1330511.133052027:1(1-18)Online publication date: 20-Mar-2008
  • (2007)Rendering of translucent objects based upon PRT techniquesProceedings of the 2007 international conference on Computational science and its applications - Volume Part III10.5555/1793154.1793251(1056-1065)Online publication date: 26-Aug-2007
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