Real-time rendering of subsurface scattering according to translucency magnitude

Hiroyuki Kubo, K. Tokoi, Y. Mukaigawa
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Abstract

To synthesize realistic translucent materials in computer graphics, it is necessary to simulate the effect of subsurface scattering. In previous works, several methods are proposed for rendering such materials in real-time. The screen space subsurface scattering (SSSS) is developed by Jimenez et al. [2009], yet the speed of rendering is not very practical for low-end computational environment, because screen space techniques require huge number of texture samplings. We previously propose a curvature-based shading method [Kubo et al. 2010] which approximates the effect of subsurface scattering according to the curvature. Since the curvature is determined by the surface shape of neighbors, it is not able to compute the effect of scattering light from the behind of the object. In this paper, we propose a novel shading method depending on the translucency magnitude which represents the significance of the subsurface scattering effect. According to the translucency magnitude, we modulate the reflectance to imitate the effect of subsurface scattering. Since this modulation is very simple to compute, we are able to render translucent materials in real-time not only in high-end workstations but also low-end mobile devices.
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根据半透明大小实时绘制地下散射
为了在计算机图形学中合成逼真的半透明材料,有必要模拟亚表面散射的效果。在以前的工作中,提出了几种实时渲染这些材料的方法。屏幕空间次表面散射(SSSS)是由Jimenez等人[2009]开发的,但由于屏幕空间技术需要大量的纹理采样,因此渲染速度对于低端计算环境不是很实用。我们之前提出了一种基于曲率的遮阳方法[Kubo et al. 2010],该方法根据曲率近似地表下散射的影响。由于曲率是由相邻物体的表面形状决定的,因此无法计算物体背后散射光的影响。在本文中,我们提出了一种新的着色方法,该方法依赖于代表亚表面散射效应重要性的半透明大小。根据半透光的大小,我们调整了反射率来模拟地下散射的影响。由于这种调制非常容易计算,因此我们不仅可以在高端工作站中实时渲染半透明材料,还可以在低端移动设备中实时渲染半透明材料。
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