Fast Calculation Method of Subsurface Scattering for Point-sampled Geometry

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  • ポイントサンプルジオメトリのための表面下散乱の高速計算法
  • ポイントサンプルジオメトリ ノ タメ ノ ヒョウメン カ サンラン ノ コウソク ケイサンホウ

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To accurately render translucent materials such as marble, milk, and human skins, it is necessary to take into account the subsurface scattering of light. However, rendering translucent objects with the subsurface scattering takes long time for computing. Several methods have been developed to render translucent objects that are represented by polygons. In recent years, point-sampled geometry has been paid to attention as a new rendering primitive that can efficiently represent the object of complex shape. However, there are few methods for rendering translucent objects represented by points. We present a fast calculation method of the subsurface scattering for the point-sampled geometry. In our method, points are stored in an octree data structure. The intensities of the subsurface scattering of light are calculated at eight vertices of each octree node. The intensities of points that represent the translucent object are interpolated by the intensities of vertices of the octree. Our method can render about 300,000 points with the subsurface scarttering at interactive frame rates.

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