Interactive directional subsurface scattering and transport of emergent light

Alessandro Dal Corso, Jeppe Revall Frisvad, Jesper Mosegaard, Jakob Andreas Bærentzen

Research output: Contribution to journalJournal articleResearchpeer-review

Abstract

Existing techniques for interactive rendering of deformable translucent objects can accurately compute diffuse but not directional subsurface scattering effects. It is currently a common practice to gain efficiency by storing maps of transmitted irradiance. This is, however, not efficient if we need to store elements of irradiance from specific directions. To include changes in subsurface scattering due to changes in the direction of the incident light, we instead sample incident radiance and store scattered radiosity. This enables us to accommodate not only the common distance-based analytical models for subsurface scattering but also directional models. In addition, our method enables easy extraction of virtual point lights for transporting emergent light to the rest of the scene. Our method requires neither preprocessing nor texture parameterization of the translucent objects. To build our maps of scattered radiosity, we progressively render the model from different directions using an importance sampling pattern based on the optical properties of the material. We obtain interactive frame rates, our subsurface scattering results are close to ground truth, and our technique is the first to include interactive transport of emergent light from deformable translucent objects.
Original languageEnglish
JournalVisual Computer
Volume33
Issue number3
Pages (from-to)371–383
ISSN0178-2789
DOIs
Publication statusPublished - 2016

Keywords

  • Subsurface scattering
  • Global illumination
  • Interactive rendering
  • Translucent objects
  • Turbid media

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