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dc.contributor.authorJimenez, Jorgeen_US
dc.contributor.authorZsolnai, Károlyen_US
dc.contributor.authorJarabo, Adrianen_US
dc.contributor.authorFreude, Christianen_US
dc.contributor.authorAuzinger, Thomasen_US
dc.contributor.authorWu, Xian‐Chunen_US
dc.contributor.authorder Pahlen, Javieren_US
dc.contributor.authorWimmer, Michaelen_US
dc.contributor.authorGutierrez, Diegoen_US
dc.contributor.editorDeussen, Oliver and Zhang, Hao (Richard)en_US
dc.date.accessioned2015-10-12T13:32:46Z
dc.date.available2015-10-12T13:32:46Z
dc.date.issued2015en_US
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12529en_US
dc.description.abstractIn this paper, we propose two real‐time models for simulating subsurface scattering for a large variety of translucent materials, which need under 0.5 ms per frame to execute. This makes them a practical option for real‐time production scenarios. Current state‐of‐the‐art, real‐time approaches simulate subsurface light transport by approximating the radially symmetric non‐separable diffusion kernel with a sum of separable Gaussians, which requires multiple (up to 12) 1D convolutions. In this work we relax the requirement of radial symmetry to approximate a 2D diffuse reflectance profile by a single separable kernel. We first show that low‐rank approximations based on matrix factorization outperform previous approaches, but they still need several passes to get good results. To solve this, we present two different separable models: the first one yields a high‐quality diffusion simulation, while the second one offers an attractive trade‐off between physical accuracy and artistic control. Both allow rendering of subsurface scattering using only two 1D convolutions, reducing both execution time and memory consumption, while delivering results comparable to techniques with higher cost. Using our importance‐sampling and jittering strategies, only seven samples per pixel are required. Our methods can be implemented as simple post‐processing steps without intrusive changes to existing rendering pipelines.In this paper, we propose two real‐time models for simulating subsurface scattering of subsurface scattering for a large variety of translucent materials, which need under 0.5 ms per frame to execute. This makes them a practical option for real‐time production scenarios. Current state‐of‐the‐art, real‐time approaches simulate subsurface light transport by approximating the radially symmetric non‐separable diffusion kernel with a sum of separable Gaussians, which requires multiple (up to 12) 1D convolutions. In this work we relax the requirement of radial symmetry to approximate a 2D diffuse reflectance profile by a single separable kernel. We first show that low‐rank approximations based on matrix factorization outperform previous approaches, but they still need several passes to get good results. To solve this, we present two different separable models: the first one yields a high‐quality diffusion simulation, while the second one offers an attractive trade‐off between physical accuracy and artistic control. Both allow rendering of subsurface scattering using only two 1D convolutions, reducing both execution time and memory consumption, while delivering results comparable to techniques with higher cost. Using our importance‐sampling and jittering strategies, only seven samples per pixel are required.en_US
dc.publisherCopyright © 2015 The Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectreal‐time rendering, renderingen_US
dc.subject[Computing Methodologies]: Renderingen_US
dc.titleSeparable Subsurface Scatteringen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.sectionheadersArticlesen_US
dc.description.volume34en_US
dc.description.number6en_US
dc.identifier.doi10.1111/cgf.12529en_US


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