Concepts inInteractive subsurface scattering for translucent meshes
Subsurface scattering
Subsurface scattering (or SSS) is a mechanism of light transport in which light penetrates the surface of a translucent object, is scattered by interacting with the material, and exits the surface at a different point. The light will generally penetrate the surface and be reflected a number of times at irregular angles inside the material, before passing back out of the material at an angle other than the angle it would have if it had been reflected directly off the surface.
more from Wikipedia
Transparency and translucency
In the field of optics, transparency (also called pellucidity or diaphaneity) is the physical property of allowing light to pass through the material without being scattered. On a macroscopic scale (one where the dimensions investigated are much, much larger than the wavelength of the photons in question), the photons can be said to follow Snell's Law.
more from Wikipedia
Polygon mesh
A polygon mesh or unstructured grid is a collection of vertices, edges and faces that defines the shape of a polyhedral object in 3D computer graphics and solid modeling. The faces usually consist of triangles, quadrilaterals or other simple convex polygons, since this simplifies rendering, but may also be composed of more general concave polygons, or polygons with holes. The study of polygon meshes is a large sub-field of computer graphics and geometric modeling.
more from Wikipedia
Bidirectional scattering distribution function
The definition of the BSDF (Bidirectional scattering distribution function) is not well standardized. The term was probably introduced in 1991 by Paul Heckbert. Most often it is used to name the general mathematical function which describes the way in which the light is scattered by a surface. However in practice this phenomenon is usually split into the reflected and transmitted components, which are then treated separately as BRDF and BTDF (Bidirectional transmittance distribution function).
more from Wikipedia
List of common shading algorithms
Below is a list of common shading algorithms: Interpolation techniques (can be combined with any illumination model): Flat shading Gouraud shading Phong shading Illumination models (can be combined with any interpolation technique): Blinn¿Phong Cook¿Torrance (microfacets) Lambert Minnaert Oren¿Nayar (Rough opaque diffuse surfaces) Phong
more from Wikipedia
Transmission coefficient
The transmission coefficient is used in physics and electrical engineering when wave propagation in a medium containing discontinuities is considered. A transmission coefficient describes the amplitude, intensity, or total power of a transmitted wave relative to an incident wave. Different fields have different definitions for the term.
more from Wikipedia
Reflection (physics)
Reflection is the change in direction of a wavefront at an interface between two different media so that the wavefront returns into the medium from which it originated. Common examples include the reflection of light, sound and water waves. The law of reflection says that for specular reflection the angle at which the wave is incident on the surface equals the angle at which it is reflected. Mirrors exhibit specular reflection. In acoustics, reflection causes echoes and is used in sonar.
more from Wikipedia
Shading
Shading refers to depicting depth perception in 3D models or illustrations by varying levels of darkness.
more from Wikipedia