Abstract

AbstractExisting algorithms for rendering subsurface scattering in real time cannot deal well with scattering over longer distances. Kernels for image space algorithms become very large in these circumstances and separation does not work anymore, while geometry‐based algorithms cannot preserve details very well. We present a novel approach that deals with all these downsides. While for lower scattering distances, the advantages of geometry‐based methods are small, this is not the case anymore for high scattering distances (as we will show). Our proposed method takes advantage of the highly detailed results of image space algorithms and combines it with a geometry‐based method to add the essential scattering from sources not included in image space. Our algorithm does not require pre‐computation based on the scene's geometry, it can be applied to static and animated objects directly. Our method is able to provide results that come close to ray‐traced images which we will show in direct comparisons with images generated by PBRT. We will compare our results to state of the art techniques that are applicable in these scenarios and will show that we provide superior image quality while maintaining interactive rendering times.

Highlights

  • Subsurface scattering is a common effect in natural materials

  • We have presented a technique to render materials with high scattering distances in real time

  • Our technique does not rely on any precalculations based on scene geometry and can be used with animations or deformations

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Summary

Introduction

Subsurface scattering is a common effect in natural materials. All non-metal (dielectric) materials show this effect with differing scattering distances. The subsurface scattering effect occurs if light penetrates a materials surface, scatters at least once inside the material and exits it at a different location. It appears as a low-frequency effect on the material’s surface especially at shadow edges where light bleeding can be noticed. In physical quantities the scattering distance is determined by the scattering and absorption coefficients (σs and σa) of a material These quantities are introduced in radiative transfer theory that is covered in depth by Chandrasekhar [Cha60]. Their sum describes the inverse value of the mean free path until a scattering or absorption event occurs in a material

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