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dc.contributor.authorMertens, Tomen_US
dc.contributor.authorKautz, Janen_US
dc.contributor.authorBekaert, Philippeen_US
dc.contributor.authorSeidel, Hans-Peteren_US
dc.contributor.authorReeth, Frank Vanen_US
dc.contributor.editorPhilip Dutre and Frank Suykens and Per H. Christensen and Daniel Cohen-Oren_US
dc.date.accessioned2014-01-27T14:22:45Z
dc.date.available2014-01-27T14:22:45Z
dc.date.issued2003en_US
dc.identifier.isbn3-905673-03-7en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGWR/EGWR03/130-140en_US
dc.description.abstractRealistic rendering of materials such as milk, fruits, wax, marble, and so on, requires the simulation of subsurface scattering of light. This paper presents an algorithm for plausible reproduction of subsurface scattering effects. Unlike previously proposed work, our algorithm allows to interactively change lighting, viewpoint, subsurface scattering properties, as well as object geometry. The key idea of our approach is to use a hierarchical boundary element method to solve the integral describing subsurface scattering when using a recently proposed analytical BSSRDF model. Our approach is inspired by hierarchical radiosity with clustering. The success of our approach is in part due to a semi-analytical integration method that allows to compute needed point-to-patch form-factor like transport coefficients efficiently and accurately where other methods fail. Our experiments show that high-quality renderings of translucent objects consisting of tens of thousands of polygons can be obtained from scratch in fractions of a second. An incremental update algorithm further speeds up rendering after material or geometry changes.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleInteractive Rendering of Translucent Deformable Objectsen_US
dc.description.seriesinformationEurographics Workshop on Renderingen_US


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