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Subsurface Scattering Rendering

Subsurface Scattering Rendering. Subsurface scattering. Model of light transport in translucent materials Marble, jade, milk, skin Light penetrates material and exits at different point Not simple reflection Light absorbed the further it travels into material. BRDF.

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Subsurface Scattering Rendering

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  1. Subsurface Scattering Rendering

  2. Subsurface scattering • Model of light transport in translucent materials • Marble, jade, milk, skin • Light penetrates material and exits at different point • Not simple reflection • Light absorbed the further it travels into material

  3. BRDF • BRDF - Bidirectional Reflectance Distribution Function • Defines how light is reflected on an opaque surface • Assumes light enters and leaves material at same position

  4. BSSRDF • BSSRDF - Bidirectional Sub-surface Scattering Reflectance Distibution Function • Can describe light transport between any two rays that hit a surface

  5. Comparison – BRDF vs BSSRDF

  6. Comparison – BRDF vs BSSRDF

  7. BSSRDF – How to calculate? • Outgoing radiance equation: • Integrating over incoming directions and area gives:

  8. BSSRDF function • BSSRDF function: • Comprised of diffuse and single scattering components

  9. BSSRDF – Diffuse scattering term • Fresnel terms – light refraction from entering material and then exiting • Diffuse sub-surface reflectance function

  10. BSSRDF – Diffuse sub-surface reflectance function

  11. BSSRDF – Single scattering • Occurs when refracted incoming and outgoing rays intersect

  12. BSSRDF – Single scattering term • Total outgoing radiance due to single scattering:

  13. BSSRDF – Implementation • Can be implemented in a ray tracer • Similar to sampling area light source in distributed ray tracing • For each ray-object intersection integrate light over area of surface • Sample single scattering term along refracted outgoing ray • Sample diffuse scattering term around outgoing position

  14. Fast BSSRDF • Can speed up calculation by using optimising BSSRDF • Contribution of single scattering term is small for materials with high albedo, so can be ignored • Therefore only need to calculate diffuse term

  15. Fast BSSRDF - Implementation • Two passes • Sampling irradiance • Evaluating diffusion approximation

  16. Fast BSSRDF – Sampling Irradiance • Create sample points on mesh • Distance between sample points equal to average distance at which light is scattered within material • For each point store location, area, and irradiance

  17. Fast BSSRDF – Evaluating Diffusion Approximation • Sum the contribution of all irradiance samples for each outgoing point • Contribution from irradiance samples decreases according to distance from output • We can cluster distant samples • Implement using a hierarchical structure – eg. octree, indexed by point and area

  18. Fast BSSRDF – Output

  19. References • Jensen, Marschner, Levoy and Hanrahan: “A Practical Model for Subsurface Light Transport” • http://graphics.ucsd.edu/~henrik/papers/bssrdf/ • Jensen and Buhler: “A Rapid Hierarchical Rendering Technique for Translucent Materials” • http://graphics.ucsd.edu/~henrik/papers/fast_bssrdf

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