State of the Art in Efficient Translucent Material Rendering with BSSRDF

dc.contributor.authorLiang, Shiyuen_US
dc.contributor.authorGao, Yangen_US
dc.contributor.authorHu, Chonghaoen_US
dc.contributor.authorZhou, Pengen_US
dc.contributor.authorHao, Aiminen_US
dc.contributor.authorWang, Lilien_US
dc.contributor.authorQin, Hongen_US
dc.contributor.editorAlliez, Pierreen_US
dc.contributor.editorWimmer, Michaelen_US
dc.date.accessioned2024-03-23T10:14:36Z
dc.date.available2024-03-23T10:14:36Z
dc.date.issued2024
dc.description.abstractSub‐surface scattering is always an important feature in translucent material rendering. When light travels through optically thick media, its transport within the medium can be approximated using diffusion theory, and is appropriately described by the bidirectional scattering‐surface reflectance distribution function (BSSRDF). BSSRDF methods rely on assumptions about object geometry and light distribution in the medium, which limits their applicability to general participating media problems. However, despite the high computational cost of path tracing, BSSRDF methods are often favoured due to their suitability for real‐time applications. We review these methods and discuss the most recent breakthroughs in this field. We begin by summarizing various BSSRDF models and then implement most of them in a 2D searchlight problem to demonstrate their differences. We focus on acceleration methods using BSSRDF, which we categorize into two primary groups: pre‐computation and texture methods. Then we go through some related topics, including applications and advanced areas where BSSRDF is used, as well as problems that are sometimes important yet are ignored in sub‐surface scattering estimation. In the end of this survey, we point out remaining constraints and challenges, which may motivate future work to facilitate sub‐surface scattering.en_US
dc.description.documenttypestar
dc.description.number1
dc.description.sectionheadersARTICLES
dc.description.seriesinformationComputer Graphics Forum
dc.description.volume43
dc.identifier.doi10.1111/cgf.14998
dc.identifier.issn1467-8659
dc.identifier.pages30 pages
dc.identifier.urihttps://doi.org/10.1111/cgf.14998
dc.identifier.urihttps://diglib.eg.org/handle/10.1111/cgf14998
dc.publisher© 2024 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd.en_US
dc.subjectrendering
dc.subjectreflectance & shading models
dc.subjectreal‐time rendering
dc.subjectsubsurface scattering
dc.subjecttranslucent materials
dc.titleState of the Art in Efficient Translucent Material Rendering with BSSRDFen_US
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