SSLPV: Subsurface Light Propagation Volumes
Jesper Børlum, Brian Bunch Christensen, Thomas Kim Kjeldsen, Peter Trier Mikkelsen, Karsten Østergaard Noe, Jens Rimestad, Jesper Mosegaard
High-Performance Graphics, 2011, pp. 7--14.
Abstract: This paper presents the Subsurface Light Propagation Volume (SSLPV) method for real-time approximation of subsurface scattering effects in dynamic scenes with changing mesh opology and lighting. SSLPV extends the Light Propagation Volume (LPV) technique for indirect illumination in video games. We introduce a new consistent method for injecting flux from point light sources into an LPV grid, a new rendering method which consistently convertslight intensity stored in an LPV grid into incident radiance, as well as a model for light scattering and absorption inside heterogeneous materials. Our scheme does not require any precomputation and handles arbitrarily deforming meshes. We show that SSLPV provides visually pleasing results in real-time at the expense of a few milliseconds of added rendering time.
Article URL: http://dx.doi.org/10.1145/2018323.2018325
BibTeX format:
@inproceedings{Borlum:2011:SSL,
  author = {Jesper Børlum and Brian Bunch Christensen and Thomas Kim Kjeldsen and Peter Trier Mikkelsen and Karsten Østergaard Noe and Jens Rimestad and Jesper Mosegaard},
  title = {SSLPV: Subsurface Light Propagation Volumes},
  booktitle = {High-Performance Graphics},
  pages = {7--14},
  year = {2011},
}
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