Curvature-dependent local illumination approximation for translucent materials

Hiroyuki Kubo, Mai Hariu, Shuhei Wemler, Shigeo Morishima

Research output: Contribution to conferencePaper

1 Citation (Scopus)

Abstract

Simulating sub-surface scattering is one of the most effective ways to realistically synthesize translucent materials such as marble, milk and human skin. In previous work, the method developed by Jensen et al. [2002] improved significantly on the speed of the simulation, yet still cannot produce real-time rendering. Thus, we have developed a simple local illumination model which mimics the presence of a subsurface scattering effect. Furthermore, this approach is easy implementable on the GPU and doesn't require any complicated pre-processing as is often the case in this area of research [Mertens et al. 2003].

Original languageEnglish
Publication statusPublished - 2009 Dec 1
EventSIGGRAPH 2009: Posters, SIGGRAPH '09 - New Orleans, LA, United States
Duration: 2009 Aug 32009 Aug 7

Conference

ConferenceSIGGRAPH 2009: Posters, SIGGRAPH '09
CountryUnited States
CityNew Orleans, LA
Period09/8/309/8/7

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ASJC Scopus subject areas

  • Computer Graphics and Computer-Aided Design
  • Human-Computer Interaction
  • Software

Cite this

Kubo, H., Hariu, M., Wemler, S., & Morishima, S. (2009). Curvature-dependent local illumination approximation for translucent materials. Paper presented at SIGGRAPH 2009: Posters, SIGGRAPH '09, New Orleans, LA, United States.