Convolution-Based Simulation of Homogeneous Subsurface Scattering
Adolfo Munoz, Jose I. Echevarria, Francisco J. Seron, Diego Gutierrez
In Computer Graphics Forum, 30(8), December 2011.
Abstract: This paper introduces a new method for simulating homogeneous subsurface light transport in translucent objects. Our approach is based on irradiance convolutions over a multi-layered representation of the volume for light transport, which is general enough to obtain plausible depictions of translucent objects based on the diffusion approximation. We aim at providing an efficient physically based algorithm that can apply arbitrary diffusion profiles to general geometries. We obtain accurate results for a wide range of materials, on par with the hierarchical method by Jensen and Buhler.
Keyword(s): subsurface scattering, convolution, rendering
Article URL: http://dx.doi.org/10.1111/j.1467-8659.2011.02034.x
BibTeX format:
@article{Munoz:2011:CSO,
  author = {Adolfo Munoz and Jose I. Echevarria and Francisco J. Seron and Diego Gutierrez},
  title = {Convolution-Based Simulation of Homogeneous Subsurface Scattering},
  journal = {Computer Graphics Forum},
  volume = {30},
  number = {8},
  pages = {2279--2287},
  month = dec,
  year = {2011},
}
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