This Article 
   
 Share 
   
 Bibliographic References 
   
 Add to: 
 
Digg
Furl
Spurl
Blink
Simpy
Google
Del.icio.us
Y!MyWeb
 
 Search 
   
Subsurface Texture Mapping
January/February 2008 (vol. 28 no. 1)
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
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.

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.
1. S. Chandrasekhar, Radiative Transfer, Dover Publishers, 1960, reprinted.
2. P. Hanrahan and W. Krueger, "Reflection from Layered Surfaces due to Subsurface Scattering," Proc. 20th Ann. Conf. Computer Graphics and Interactive Techniques (Siggraph), ACM Press, 1993, pp. 165–174s.
3. H.W. Jensen and P.H. Christensen, "Efficient Simulation of Light Transport in Scenes with Participating Media Using Photon Maps," Proc. 25th Ann. Conf. Computer Graphics and Interactive Techniques (Siggraph), ACM Press, 1998, pp. 311–320.
4. J. Stam, "Multiple Scattering as a Diffusion Process," Proc. 6th Eurographics Workshop Rendering Techniques, Springer-Verlag, 1995, pp. 41–50.
5. C. Donner and H.W. Jensen, "Light Diffusion in Multi-layered Translucent Materials," ACM Trans. Graphics, vol. 24, no. 3, 2005, pp. 1032–1039.
6. K. Hegeman, M. Ashikhmin, and S. Premoze, "A Lighting Model for General Participating Media," Proc. 2005 Symp. Interactive 3D Graphics and Games (SI3D), ACM Press, 2005, pp. 117–124.
7. M. Levoy, "Display of Surfaces from Volume Data," IEEE Computer Graphics &Applications, vol. 8, no. 3, 1988, pp. 29–37.
8. J. Kniss et al., "A Model for Volume Lighting and Modeling," IEEE Trans. Visualization and Computer Graphics, vol. 9, no. 2, 2003, pp. 150–162.
1. M. Peercy, J. Airey, and B. Cabral, "Efcient Bump Mapping Hardware," Proc. 24th Ann. Conf. Computer Graphics and Interactive Techniques (Siggraph), ACM Press/Addison-Wesley, 1997, pp. 303–306.

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, Jan.-Feb. 2008, doi:10.1109/MCG.2008.16
Usage of this product signifies your acceptance of the Terms of Use.