Grzegorz Krawczyk, Rafał K. Mantiuk, Dorota Zdrojewska, H. Seidel
{"title":"Real-Time Approximate Subsurface Scattering on Graphics Hardware","authors":"Grzegorz Krawczyk, Rafał K. Mantiuk, Dorota Zdrojewska, H. Seidel","doi":"10.1109/PG.2007.12","DOIUrl":null,"url":null,"abstract":"This paper presents an image-space approximation technique for real-time subsurface scattering. We first create transmitted irradiance samples on shadow maps and then estimate single scattering efficiently using a method similar to shadow mapping, with adaptive deterministic sampling. We incorporate this single-scattering with a recently proposed technique for multiple scattering. We demonstrate that our technique produces high-quality images of animated scenes. We archived hundreds of frames per second on graphics hardware without lengthy preprocessing.","PeriodicalId":376934,"journal":{"name":"15th Pacific Conference on Computer Graphics and Applications (PG'07)","volume":"44 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2007-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"8","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"15th Pacific Conference on Computer Graphics and Applications (PG'07)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/PG.2007.12","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 8
Abstract
This paper presents an image-space approximation technique for real-time subsurface scattering. We first create transmitted irradiance samples on shadow maps and then estimate single scattering efficiently using a method similar to shadow mapping, with adaptive deterministic sampling. We incorporate this single-scattering with a recently proposed technique for multiple scattering. We demonstrate that our technique produces high-quality images of animated scenes. We archived hundreds of frames per second on graphics hardware without lengthy preprocessing.