“Curvature-dependent reflectance function for rendering translucent materials” by Kubo, Dobashi and Morishima

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Title:

    Curvature-dependent reflectance function for rendering translucent materials

Session/Category Title:   Games & Real Time


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Abstract:


    Simulating sub-surface scattering is one of the most effective ways for realistically synthesizing translucent materials such as marble, milk and human skin. In previous work, the method developed by Jensen et al. [2002] significantly improved the speed of the simulation. However, the process is still not fast enough to produce realtime rendering. Thus, we have developed a curvature-dependent reflectance function (CDRF) which mimics the presence of a subsurface scattering effect.

References:


    1. d’Eon, E., Luebke, D., and Enderton, E. 2007. Efficient rendering of human skin. 147–157.
    2. Jensen, H. W., and Buhler, J. 2002. A rapid hierarchical rendering technique for translucent materials. 576–581.
    3. Kolchin, K. 2007. Curvature-based shading of translucent materials, such as human skin. 239–242.
    4. Mertens, T., Kautz, J., Bekaert, P., Seidelz, H.-P., and Van Reeth, F. 2003. Interactive rendering of translucent deformable objects. 130–140.


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