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dc.contributor.authorYan, Ling-Qien_US
dc.contributor.authorZhou, Yahanen_US
dc.contributor.authorXu, Kunen_US
dc.contributor.authorWang, Ruien_US
dc.contributor.editorC. Bregler, P. Sander, and M. Wimmeren_US
dc.date.accessioned2015-02-28T08:15:05Z
dc.date.available2015-02-28T08:15:05Z
dc.date.issued2012en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2012.03220.xen_US
dc.description.abstractIn this paper we present a new algorithm for accurate rendering of translucent materials under Spherical Gaussian (SG) lights. Our algorithm builds upon the quantized-diffusion BSSRDF model recently introduced in [dI11]. Our main contribution is an efficient algorithm for computing the integral of the BSSRDF with an SG light. We incorporate both single and multiple scattering components. Our model improves upon previous work by accounting for the incident angle of each individual SG light. This leads to more accurate rendering results, notably elliptical profiles from oblique illumination. In contrast, most existing models only consider the total irradiance received from all lights, hence can only generate circular profiles. Experimental results show that our method is suitable for rendering of translucent materials under finite-area lights or environment lights that can be approximated by a small number of SGs.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.titleAccurate Translucent Material Rendering under Spherical Gaussian Lightsen_US
dc.description.seriesinformationComputer Graphics Forumen_US


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  • 31-Issue 7
    Pacific Graphics 2012 - Special Issue

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