A Practical Model for Subsurface Light Transport

A Practical Model for Subsurface Light Transport

To appear in the SIGGRAPH conference proceedings | Henrik Wann Jensen, Stephen R. Marschner, Marc Levoy, Pat Hanrahan
This paper introduces a practical model for subsurface light transport in translucent materials, combining an exact solution for single scattering with a dipole point source diffusion approximation for multiple scattering. The model efficiently simulates effects that traditional BRDF models cannot capture, such as color bleeding and light diffusion across shadow boundaries. It is designed to handle anisotropic, highly scattering media, which are expensive to simulate using existing methods. The authors also developed a rapid image-based measurement technique to determine the optical properties of translucent materials, including milk, marble, and skin. The model is validated through comparisons with measured values and can be used within conventional ray tracing engines. The paper discusses the theory behind the BSSRDF model, including the diffusion approximation and single scattering term, and provides sampling techniques for efficient integration. Experimental results demonstrate the model's ability to accurately render the appearance of various translucent materials, showing significant improvements over traditional BRDF methods in terms of both realism and performance.This paper introduces a practical model for subsurface light transport in translucent materials, combining an exact solution for single scattering with a dipole point source diffusion approximation for multiple scattering. The model efficiently simulates effects that traditional BRDF models cannot capture, such as color bleeding and light diffusion across shadow boundaries. It is designed to handle anisotropic, highly scattering media, which are expensive to simulate using existing methods. The authors also developed a rapid image-based measurement technique to determine the optical properties of translucent materials, including milk, marble, and skin. The model is validated through comparisons with measured values and can be used within conventional ray tracing engines. The paper discusses the theory behind the BSSRDF model, including the diffusion approximation and single scattering term, and provides sampling techniques for efficient integration. Experimental results demonstrate the model's ability to accurately render the appearance of various translucent materials, showing significant improvements over traditional BRDF methods in terms of both realism and performance.
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