A practical model for subsurface light transport

HW Jensen, SR Marschner, M Levoy… - Proceedings of the 28th …, 2001 - dl.acm.org
This paper introduces a simple model for subsurface light transport in translucent materials.
The model enables efficient simulation of effects that BRDF models cannot capture, such as
color bleeding within materials and diffusion of light across shadow boundaries. The …

A rapid hierarchical rendering technique for translucent materials

HW Jensen, J Buhler - Proceedings of the 29th annual conference on …, 2002 - dl.acm.org
This paper introduces an efficient two-pass rendering technique for translucent materials.
We decouple the computation of irradianceat the surface from the evaluation of scattering
inside the material. This is done by splitting the evaluation into two passes, where the first …

Reflection from layered surfaces due to subsurface scattering

P Hanrahan, W Krueger - Proceedings of the 20th annual conference on …, 1993 - dl.acm.org
The reflection of light from most materials consists of two major terms: the specular and the
diffuse. Specular reflection may be modeled from first principles by considering a rough
surface consisting of perfect reflectors, or micro-facets. Diffuse reflection is generally …

Light diffusion in multi-layered translucent materials

C Donner, HW Jensen - ACM Transactions on Graphics (ToG), 2005 - dl.acm.org
This paper introduces a shading model for light diffusion in multi-layered translucent
materials. Previous work on diffusion in translucent materials has assumed smooth semi-
infinite homogeneous materials and solved for the scattering of light using a dipole diffusion …

Multiple scattering as a diffusion process

J Stam - Eurographics Workshop on Rendering Techniques, 1995 - Springer
Multiple scattering in participating media is generally a complex phenomenon. In the limit of
an optically thick medium, ie, when the mean free path of each photon is much smaller than
the medium size, the effects of multiple scattering can be approximated by a diffusion …

A quantized-diffusion model for rendering translucent materials

E d'Eon, G Irving - ACM transactions on graphics (TOG), 2011 - dl.acm.org
We present a new BSSRDF for rendering images of translucent materials. Previous diffusion
BSSRDFs are limited by the accuracy of classical diffusion theory. We introduce a modified
diffusion theory that is more accurate for highly absorbing materials and near the point of …

[PDF][PDF] Translucent shadow maps

C Dachsbacher, M Stamminger - Rendering Techniques, 2003 - Citeseer
Shadow maps are a very efficient means to add shadows to arbitrary scenes. In this paper,
we introduce Translucent Shadow Maps, an extension to shadow maps which allows very
efficient rendering of sub-surface scattering. Translucent Shadow Maps contain depth and …

[PDF][PDF] Efficient simulation of light transport in scenes with participating media using photon maps

HW Jensen, PH Christensen - … of the 25th annual conference on …, 1998 - dl.acm.org
This paper presents a new method for computing global illumination in scenes with
participating media. The method is based on bidirectional Monte Carlo ray tracing and uses
photon maps to increase efficiency and reduce noise. We remove previous restrictions …

Disco: acquisition of translucent objects

M Goesele, HPA Lensch, J Lang, C Fuchs… - ACM SIGGRAPH 2004 …, 2004 - dl.acm.org
Translucent objects are characterized by diffuse light scattering beneath the object's surface.
Light enters and leaves an object at possibly distinct surface locations. This paper presents
the first method to acquire this transport behavior for arbitrary inhomogeneous objects …

Monte Carlo evaluation of non-linear scattering equations for subsurface reflection

M Pharr, P Hanrahan - Proceedings of the 27th annual conference on …, 2000 - dl.acm.org
We describe a new mathematical framework for solving a wide variety of rendering problems
based on a non-linear integral scattering equation. This framework treats the scattering
functions of complex aggregate objects as first-class rendering primitives; these scattering …