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A fast translucency appearance model for real-time applications

Published: 20 April 2006 Publication History

Abstract

Realistic rendering of natural materials such as marble, jade, human skin, etc. requires the simulation of subsurface scattering of light. Such high-fidelity rendering, however, takes a significant amount of computation time, precluding its use in real-time application. This paper introduces a new technique for rendering the appearance of translucent material in real-time based on spherical harmonics. The technique consists of two passes, first the irradiance of the object is projected on a spherical harmonic basis, then in the second pass the exitant radiance is evaluated. This technique is not physically based, but it ensures high frame rates. It also supports deformable objects and with no precomputation time, so it could be used in interactive applications including videogames.

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Cited By

View all
  • (2015)Dual-Matrix Sampling for Scalable Translucent Material RenderingIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2014.238505921:3(363-374)Online publication date: 1-Mar-2015
  • (2009)g‐BRDFs: An Intuitive and Editable BTF RepresentationComputer Graphics Forum10.1111/j.1467-8659.2009.01432.x28:8(2189-2200)Online publication date: 9-Dec-2009

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    cover image ACM Other conferences
    SCCG '06: Proceedings of the 22nd Spring Conference on Computer Graphics
    April 2006
    200 pages
    ISBN:9781450328296
    DOI:10.1145/2602161
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    • Comenius University: Comenius University

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 20 April 2006

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    Author Tags

    1. GPU technique
    2. real-time rendering
    3. spherical harmonics lighting
    4. subsurface scattering

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    • Research-article

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    SCCG06
    Sponsor:
    • Comenius University
    SCCG06: Spring Conference on Computer Graphics
    April 20 - 22, 2006
    Casta-Papiernicka, Slovakia

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    SCCG '06 Paper Acceptance Rate 22 of 39 submissions, 56%;
    Overall Acceptance Rate 67 of 115 submissions, 58%

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    Cited By

    View all
    • (2015)Dual-Matrix Sampling for Scalable Translucent Material RenderingIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2014.238505921:3(363-374)Online publication date: 1-Mar-2015
    • (2009)g‐BRDFs: An Intuitive and Editable BTF RepresentationComputer Graphics Forum10.1111/j.1467-8659.2009.01432.x28:8(2189-2200)Online publication date: 9-Dec-2009

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