ACM Home Page
Please provide us with feedback. Feedback
Curvature-based shading of translucent materials, such as human skin
Full text PdfPdf (1.05 MB)
Source
Computer graphics and interactive techniques in Australasia and South East Asia archive
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia table of contents
Perth, Australia
SESSION: Light and noise table of contents
Pages: 239 - 242  
Year of Publication: 2007
ISBN:978-1-59593-912-8
Author
Konstantin Kolchin  Digital Media Professionals Inc.
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 5,   Downloads (12 Months): 74,   Citation Count: 0
Additional Information:

abstract   references   index terms   collaborative colleagues  

Tools and Actions: Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1321261.1321304
What is a DOI?

ABSTRACT

The paper introduces a new approximate method for rendering translucent materials. We represent the surface around a point to be rendered in Monge's form using principal curvatures. The subsurface reflectance equation in the dipole diffusion approximation [Jensen et al. 2001] is then integrated over the surface. The outgoing radiance at the point is expressed as a function of principal curvatures and light vector components along the principal directions. This function can be precomputed as a 2D lookup table, which can be stored as a texture image. The paper presents preliminary results of our work on implementation of the model described.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

1
 
2
Bredow, R. 2002. Renderman on film. In SIGGRAPH 2002 Course Notes. Course 16., 6, 7.
 
3
 
4
5
 
6
Donner, C., and Jensen, H. W. 2006. A spectral bssrdf for shading human skin. In Proceedings of the Eurographics Symposium on Rendering, 409--417.
 
7
Green, S. 2004. GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics. Addison-Wesley Professional, March, ch. Real-Time Approximations to Subsurface Scattering, 264--266.
8
9
10
11
 
12
 
13
 
14
Nicodemus, F. E., Richmond, J. C., Hisa, J. J., Ginsberg, I. W., and Limperis, T. 1977. Geometrical Considerations and Nomenclature for Reflectance. Monograph number 160. National Bureau of Standards.
 
15
Schey, H. M. 1992. Div, Grad, Curl, and All That: An Informal Text on Vector Calculus. W. W. Norton.
 
16
Schlick, C. 1994. An inexpensive brdf model for physically-based rendering. Computer Graphics Forum 13, 3, 233--246.
17
18
 
19
 
20
Weisstein, E. W. Monge's form. MathWorld--A Wolfram Web Resource, http://mathworld.wolfram.com/MongesForm.html.