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Interactive subsurface scattering for translucent meshes

Published: 27 April 2003 Publication History

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 due to multiple scattering.In our approach we build the neighborhood information as a preprocess and modify the traditional local illumination model into a run-time two-stage process. In the first stage we compute the reflection and transmission of light on the surface. The second stage involves bleeding the scattering effects from a vertex's neighborhood to produce the final result. We then show how to merge the run-time two-stage process into a run-time single-stage process using precomputed integral. The complexity of our run-time algorithm is O(N), where N is the number of vertices. Using this approach, we achieve interactive frame rates with about one to two orders of magnitude speedup compared with the state-of-the-art methods.

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Cited By

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  • (2023)State of the Art in Efficient Translucent Material Rendering with BSSRDFComputer Graphics Forum10.1111/cgf.1499843:1Online publication date: 22-Dec-2023
  • (2022)Neural Radiance Transfer Fields for Relightable Novel-View Synthesis with Global IlluminationComputer Vision – ECCV 202210.1007/978-3-031-19790-1_10(153-169)Online publication date: 24-Oct-2022
  • (2021)A new rendering algorithm based on multi-space for living soft tissueComputers and Graphics10.1016/j.cag.2021.06.00398:C(242-254)Online publication date: 1-Aug-2021
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Published In

cover image ACM Conferences
I3D '03: Proceedings of the 2003 symposium on Interactive 3D graphics
April 2003
249 pages
ISBN:1581136455
DOI:10.1145/641480
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 27 April 2003

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Author Tags

  1. BSSRDF
  2. local illumination
  3. reflection models
  4. subsurface scattering

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I3D03
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I3D03: ACM Symposium on Interactive 3D Graphics
April 27 - 30, 2003
California, Monterey

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I3D '03 Paper Acceptance Rate 27 of 102 submissions, 26%;
Overall Acceptance Rate 148 of 485 submissions, 31%

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Cited By

View all
  • (2023)State of the Art in Efficient Translucent Material Rendering with BSSRDFComputer Graphics Forum10.1111/cgf.1499843:1Online publication date: 22-Dec-2023
  • (2022)Neural Radiance Transfer Fields for Relightable Novel-View Synthesis with Global IlluminationComputer Vision – ECCV 202210.1007/978-3-031-19790-1_10(153-169)Online publication date: 24-Oct-2022
  • (2021)A new rendering algorithm based on multi-space for living soft tissueComputers and Graphics10.1016/j.cag.2021.06.00398:C(242-254)Online publication date: 1-Aug-2021
  • (2020)Interactive Subsurface Scattering for Materials With High Scattering DistancesComputer Graphics Forum10.1111/cgf.1408639:6(465-479)Online publication date: 26-Jul-2020
  • (2018)Virtual Material Acquisition and Representation for Computer GraphicsSynthesis Lectures on Visual Computing10.2200/S00817ED1V01Y201711VCP03010:1(1-101)Online publication date: 2-Jan-2018
  • (2017)Material capture and representation with applications in virtual realityACM SIGGRAPH 2017 Courses10.1145/3084873.3084918(1-72)Online publication date: 30-Jul-2017
  • (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
  • (2016)BRDF representation and acquisitionProceedings of the 37th Annual Conference of the European Association for Computer Graphics: State of the Art Reports10.5555/3059330.3059335(625-650)Online publication date: 9-May-2016
  • (2016)Capturing and representing brdfs for virtual realitySIGGRAPH ASIA 2016 Courses10.1145/2988458.2988508(1-80)Online publication date: 28-Nov-2016
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