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Convolution‐Based Simulation of Homogeneous Subsurface Scattering
Authors:Adolfo Munoz  Jose I. Echevarria  Francisco J. Seron  Diego Gutierrez
Affiliation:Departamento de Informatica e Ingenieria de Sistemas, Universidad de Zaragoza, Spain joseignacioechevarria@gmail.com, {dolfo@unizar.es, seron@unizar.es, diegog@unizar.es}
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.
Keywords:subsurface scattering  convolution  rendering  I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism—  Color, shading, shadowing, and texture  I.3.3 [Computer Graphics]: Picture/Image Generation—  Viewing algorithms
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