Curvature-based shading of translucent materials, such as human skin

K. Kolchin
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引用次数: 4

Abstract

The paper introduces a new approximate method for rendering translucent materials. We represent the surface around a point to be rendered in Monge's form using principal curvatures. The subsurface reflectance equation in the dipole diffusion approximation [Jensen et al. 2001] is then integrated over the surface. The outgoing radiance at the point is expressed as a function of principal curvatures and light vector components along the principal directions. This function can be precomputed as a 2D lookup table, which can be stored as a texture image. The paper presents preliminary results of our work on implementation of the model described.
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基于曲率的半透明材料的阴影,如人类皮肤
本文介绍了一种新的半透明材料的近似渲染方法。我们用主曲率表示一个点周围的表面,以蒙日的形式呈现。然后在表面上积分偶极子扩散近似中的地下反射方程[Jensen et al. 2001]。该点的出射亮度表示为沿主方向的主曲率和光矢量分量的函数。这个函数可以预先计算为一个2D查找表,它可以存储为纹理图像。本文介绍了我们对所描述的模型的实施工作的初步结果。
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