This thesis explores a set of screen space physically-based subsurface scattering algorithms in order to improve the rendering of scanned human faces. Moreover, it presents extensions and introduces some PBR strategies to produce high quality renders. Finally, the implemented methods are evaluated
This report presents a case study of two techniques for rendering organic mate- rials. Both techniqu...
Realistic rendering of materials such as milk, fruits, wax, marble, and so on, requires the simulati...
A key element to creating realistic images is the appearance of surfaces. In order to overcome the a...
Skin is one of the most difficult materials to reproduce in computer graphics, mainly due to two maj...
We propose a novel skin shader which translates the simulation of subsurface scattering from texture...
To synthesize realistic translucent materials in computer graphics, it is necessary to simulate the ...
When a ray of light enters a translucent material, it starts to move through an optically non-unifor...
Many materials possess a degree of trans-lucency. Light scatters within translu-cent objects (such a...
We present an image-based technique to efficiently acquire spatially varying subsurface reflectance ...
Figure 1: Rendering of a human face with our real-time separable subsurface scattering shader runnin...
Existing algorithms for rendering subsurface scattering in real time cannot deal well with scatterin...
Rendering realistic human skin is not a trivial task. It means dealing with light diffusion in a mul...
The authors present an algorithm for real-time realistic rendering of translucent materials such as ...
In many natural materials, such as skin, minerals, and plastics, light scatters inside the material ...
Context Subsurface scattering - the effect of light scattering within a material. Lots of materials ...
This report presents a case study of two techniques for rendering organic mate- rials. Both techniqu...
Realistic rendering of materials such as milk, fruits, wax, marble, and so on, requires the simulati...
A key element to creating realistic images is the appearance of surfaces. In order to overcome the a...
Skin is one of the most difficult materials to reproduce in computer graphics, mainly due to two maj...
We propose a novel skin shader which translates the simulation of subsurface scattering from texture...
To synthesize realistic translucent materials in computer graphics, it is necessary to simulate the ...
When a ray of light enters a translucent material, it starts to move through an optically non-unifor...
Many materials possess a degree of trans-lucency. Light scatters within translu-cent objects (such a...
We present an image-based technique to efficiently acquire spatially varying subsurface reflectance ...
Figure 1: Rendering of a human face with our real-time separable subsurface scattering shader runnin...
Existing algorithms for rendering subsurface scattering in real time cannot deal well with scatterin...
Rendering realistic human skin is not a trivial task. It means dealing with light diffusion in a mul...
The authors present an algorithm for real-time realistic rendering of translucent materials such as ...
In many natural materials, such as skin, minerals, and plastics, light scatters inside the material ...
Context Subsurface scattering - the effect of light scattering within a material. Lots of materials ...
This report presents a case study of two techniques for rendering organic mate- rials. Both techniqu...
Realistic rendering of materials such as milk, fruits, wax, marble, and so on, requires the simulati...
A key element to creating realistic images is the appearance of surfaces. In order to overcome the a...