“Curvature-dependent local illumination approximation for translucent materials”

Conference:


Type(s):


Title:

    Curvature-dependent local illumination approximation for translucent materials

Abstract:


    Simulating sub-surface scattering is one of the most effective ways to realistically synthesize translucent materials such as marble, milk and human skin. In previous work, the method developed by Jensen et al. [2002] improved significantly on the speed of the simulation, yet still cannot produce real-time rendering. Thus, we have developed a simple local illumination model which mimics the presence of a subsurface scattering effect. Furthermore, this approach is easy implementable on the GPU and doesn’t require any complicated pre-processing as is often the case in this area of research [Mertens et al. 2003].

References:


    1. Jensen, H. W., and Buhler, J. 2002. A rapid hierarchical rendering technique for translucent materials. 576–581.
    2. Mertens, T., Kautz, J., Bekaert, P., Seidelz, H.-P., and Van Reeth, F. 2003. Interactive rendering of translucent deformable objects. In EGRW ’03: Proceedings of the 14th Eurographics workshop on Rendering, Eurographics Association, Aire-la-Ville, Switzerland, Switzerland, 130–140.


ACM Digital Library Publication:



Overview Page: