JOURNAL ARTICLE

Real-time rendering of translucent meshes

Xuejun HaoAmitabh Varshney

Year: 2004 Journal:   ACM Transactions on Graphics Vol: 23 (2)Pages: 120-142   Publisher: Association for Computing Machinery

Abstract

Subsurface scattering is important for photo-realistic rendering of translucent materials. We make approximations to the BSSRDF model and propose a simple lighting model to simulate the effects on translucent meshes. Our approximations are based on the observation that subsurface scattering is relatively local due to its exponential falloff.In the preprocessing stage we build subsurface scattering neighborhood information, which includes all the vertices within effective scattering range from each vertex. We then modify the traditional local illumination model into a run-time two-stage process. The first stage involves computation of reflection and transmission of light on surface vertices. The second stage bleeds in scattering effects from a vertex's neighborhood to generate the final result. We then merge the run-time two-stage process into a run-time single-stage process using precomputed integrals, and reduce the complexity of our run-time algorithm to O ( N ), where N is the number of vertices. The selection of the optimum set size for precomputed integrals is guided by a standard imagespace error-metric. Furthermore, we show how to compress the precomputed integrals using spherical harmonics. We compensate for the inadequacy of spherical harmonics for storing high frequency components by a reference points scheme to store high frequency components of the precomputed integrals explicitly. With this approach, we greatly reduce memory usage without loss of visual quality under a high-frequency lighting environment and achieve interactive frame rates for medium-sized scenes. Our model is able to capture the most important features of subsurface scattering: reflection and transmission due to multiple scattering.

Keywords:
Computer science Rendering (computer graphics) Polygon mesh Scattering Algorithm Computation Spherical harmonics Vertex (graph theory) Optics Computer graphics (images) Mathematics Theoretical computer science Physics Graph Mathematical analysis

Metrics

55
Cited By
8.92
FWCI (Field Weighted Citation Impact)
61
Refs
0.98
Citation Normalized Percentile
Is in top 1%
Is in top 10%

Citation History

Topics

Computer Graphics and Visualization Techniques
Physical Sciences →  Computer Science →  Computer Graphics and Computer-Aided Design
Advanced Vision and Imaging
Physical Sciences →  Computer Science →  Computer Vision and Pattern Recognition
3D Shape Modeling and Analysis
Physical Sciences →  Engineering →  Computational Mechanics
© 2026 ScienceGate Book Chapters — All rights reserved.