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Image-Space Subsurface Scattering for Interactive Rendering of Deformable Translucent Objects
January/February 2009 (vol. 29 no. 1)
pp. 66-78
Jaakko Konttinen, AMD Graphics
Sumanta Pattanaik, University of Central Florida
The authors present an algorithm for real-time realistic rendering of translucent materials such as marble, wax, and milk. Their method captures subsurface scattering effects while maintaining interactive frame rates. The main idea of this work is that it employs the dipole diffusion model with a splatting approach to evaluate the integral over the surface area for computing illumination due to multiple scattering.

1. H.W. Jensen et al., "A Practical Model for Subsurface Light Transport," Proc. Siggraph, ACM Press, 2001, pp. 511–518.
2. C. Everitt, Interactive Order-Independent Trans-parency, tech. report, NVIDIA, 2001; http://developer.nvidia.com/objectInteractive_Order_Transparency.html .
3. C. Donner, and H.W. Jensen, "Light Diffusion in Multilayered Translucent Materials," ACM Trans. Graphics (Proc. Siggraph), vol. 24, no. 3,ACM Press, 2005, pp. 1032–1039.

Index Terms:
Subsurface scattering, real-time, translucency, dipole BSSRDF, image-space
Citation:
Musawir A. Shah, Jaakko Konttinen, Sumanta Pattanaik, "Image-Space Subsurface Scattering for Interactive Rendering of Deformable Translucent Objects," IEEE Computer Graphics and Applications, vol. 29, no. 1, pp. 66-78, Jan.-Feb. 2009, doi:10.1109/MCG.2009.11
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