ABSTRACT
No abstract available.
Supplemental Material
Available for Download
Supplemental material.
- d'Eon, E., and Luebke, D. 2007. GPU Gems 3. ch. Advanced techniques for realistic real-time skin rendering.Google Scholar
- Jimenez, J., and Gutierrez, D. 2010. GPU Pro: Advanced Rendering Techniques. AK Peters Ltd., ch. Screen-Space Subsurface Scattering, 335--351.Google Scholar
- Penner, E., and Borshukov, G. 2011. GPU Pro 2: Advanced Rendering Techniques. AK Peters Ltd., ch. Pre-Integrated Skin Shading, 41--55.Google Scholar
- Vergne, R., Pacanowski, R., Barla, P., Granier, X., and Schlick, C. 2009. Light warping for enhanced surface depiction. In ACM SIGGRAPH 2009 papers, ACM, New York, NY, USA, SIGGRAPH '09, 25:1--25:8. Google ScholarDigital Library
Index Terms
- Pre-integrated deferred subsurface scattering
Recommendations
Directional Dipole Model for Subsurface Scattering
Rendering translucent materials using Monte Carlo ray tracing is computationally expensive due to a large number of subsurface scattering events. Faster approaches are based on analytical models derived from diffusion theory. While such analytical ...
Deferred blending: Image composition for single-pass point rendering
In this paper, we propose novel GPU accelerated algorithms for interactive point-based rendering (PBR) and high-quality shading of transparent point surfaces. By introducing the concept of deferred blending we are able to formulate the smooth point ...
Interactive subsurface scattering for translucent meshes
I3D '03: Proceedings of the 2003 symposium on Interactive 3D graphicsWe propose a simple lighting model to incorporate subsurface scattering effects within the local illumination framework. Subsurface scattering is relatively local due to its exponential falloff and has little effect on the appearance of neighboring ...
Comments