10.1145/1599301.1599382acmconferencesArticle/Chapter ViewAbstractPublication PagessiggraphConference Proceedings
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Curvature-dependent local illumination approximation for translucent materials

Published:03 August 2009

ABSTRACT

Simulating sub-surface scattering is one of the most effective ways to realistically synthesize translucent materials such as marble, milk and human skin. In previous work, the method developed by Jensen et al. [2002] improved significantly on the speed of the simulation, yet still cannot produce real-time rendering. Thus, we have developed a simple local illumination model which mimics the presence of a subsurface scattering effect. Furthermore, this approach is easy implementable on the GPU and doesn't require any complicated pre-processing as is often the case in this area of research [Mertens et al. 2003].

References

  1. Jensen, H. W., and Buhler, J. 2002. A rapid hierarchical rendering technique for translucent materials. 576--581.Google ScholarGoogle Scholar
  2. Mertens, T., Kautz, J., Bekaert, P., Seidelz, H.-P., and Van Reeth, F. 2003. Interactive rendering of translucent deformable objects. In EGRW '03: Proceedings of the 14th Eurographics workshop on Rendering, Eurographics Association, Aire-la-Ville, Switzerland, Switzerland, 130--140. Google ScholarGoogle ScholarDigital LibraryDigital Library

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  1. Curvature-dependent local illumination approximation for translucent materials

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    • Published in

      ACM Conferences cover image
      SIGGRAPH '09: SIGGRAPH '09: Posters
      August 2009
      103 pages
      ISBN:9781450379281
      DOI:10.1145/1599301

      Copyright © 2009 Copyright is held by the owner/author(s)

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 3 August 2009

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