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Convolution‐Based Simulation of Homogeneous Subsurface Scattering
Author(s) -
Munoz Adolfo,
Echevarria Jose I.,
Seron Francisco J.,
Gutierrez Diego
Publication year - 2011
Publication title -
computer graphics forum
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.578
H-Index - 120
eISSN - 1467-8659
pISSN - 0167-7055
DOI - 10.1111/j.1467-8659.2011.02034.x
Subject(s) - computer science , homogeneous , convolution (computer science) , representation (politics) , diffusion , range (aeronautics) , scattering , computer graphics , heavy traffic approximation , irradiance , algorithm , computer graphics (images) , computational science , statistical physics , artificial intelligence , mathematics , optics , materials science , physics , discrete mathematics , politics , artificial neural network , political science , law , composite material , thermodynamics
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.

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