Musawir A. ShahJaakko KonttinenSumanta Pattanaik
The authors present an algorithm for real-time realistic rendering of translucent materials such as marble, wax, and milk. Their method captures subsurface scattering effects while maintaining interactive frame rates. The main idea of this work is that it employs the dipole diffusion model with a splatting approach to evaluate the integral over the surface area for computing illumination due to multiple scattering.
Tom MertensJan KautzPhilippe BekaertHans‐Peter SeidelFrank Van Reeth
Yi GongWei ChenLong ZhangYun ZengQunsheng Peng
Hendrik P. A. LenschMichael GoeselePhilippe BekaertJan KautzMarcus MagnorJochen LangHans‐Peter Seidel
Yi GongWei ChenLong ZhangYun ZengQunsheng Peng