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Issue No.01 - January/February (2008 vol.28)
pp: 34-42
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.
3D graphics, 3D realism, color, shading, shadowing, texture
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
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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