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Issue No.01 - January/February (2008 vol.28)
pp: 34-42
Guillaume François , University of Rennes 1, France and France Telecom R&D
Sumanta Pattanaik , University of Central Florida
Kadi Bouatouch , University of Rennes 1, France
Gaspard Breton , France Telecom R&D
ABSTRACT
Designing and rendering translucent material requires a faithful description of its aspects as well as a realistic simulation of its interaction with light. A new method for modeling and rendering complex organic materials made up of multiple layers of variable thickness uses simple texture-mapping principles and a single-scattering computation.
INDEX TERMS
3D graphics, 3D realism, color, shading, shadowing, texture
CITATION
Guillaume François, Sumanta Pattanaik, Kadi Bouatouch, Gaspard Breton, "Subsurface Texture Mapping", IEEE Computer Graphics and Applications, vol.28, no. 1, pp. 34-42, January/February 2008, doi:10.1109/MCG.2008.16
REFERENCES
1. F. Policarpo, M.M. Oliveira, and J.L.D. Comba, "Real-Time Relief Mapping on Arbitrary Polygonal Surfaces," Proc. 2005 Symp. Interactive 3D Graphics and Games (SI3D), ACM Press, 2005, pp. 155–162.
2. L. Szirmay-Kalos et al., "Approximate Ray-Tracing on the GPU with Distance Impostors," Computer Graphics Forum, vol. 24, no. 3, 2005, pp. 695–704.
3. F. Policarpo and M.M. Oliveira, "Relief Mapping of Non-Height-Field Surface Details," Proc. 2006 Symp. Interactive 3D Graphics and Games (SI3D), ACM Press, 2006, pp. 55–62.
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