Context Subsurface scattering - the effect of light scattering within a material. Lots of materials on earth possess translucent properties. It is therefore an important factor to consider when trying to render realistic images. Historically the effect has been used for offline rendering with ray tracers, but is now considered a real-time rendering technique and is done based on approximations off previous models. Early real-time methods approximates the effect in object texture space which does not scale well with real-time applications such as games. A relatively new approach makes it possible to apply the effect as a post processing effect using GPGPU capabilities, making this approach compatible with most modern rendering pipelines. Obj...
We present a novel approach for real-time rendering of translucent surfaces. The computation of subs...
In this paper we propose a novel technique to perform real-time rendering of translucent inhomogeneo...
International audienceThis paper addresses the rendering of single scattering effects such as glows ...
To synthesize realistic translucent materials in computer graphics, it is necessary to simulate the ...
AbstractTranslucent objects are very common in the real world, so the real-time rendering of the tra...
Figure 1: Rendering of a human face with our real-time separable subsurface scattering shader runnin...
The existing literature provides a wide variety of previous work regarding Subsurface Scattering e e...
Existing algorithms for rendering subsurface scattering in real time cannot deal well with scatterin...
The authors present an algorithm for real-time realistic rendering of translucent materials such as ...
We consider real-time rendering of scenes in participating media, capturing the effects of light sca...
Many materials possess a degree of trans-lucency. Light scatters within translu-cent objects (such a...
We consider real-time rendering of scenes in participating media, capturing the effects of light sca...
In this paper we propose a novel technique to perform real-time rendering of translucent inhomogeneo...
Figure 1: We reproduce the blurring and colour shifts in participating media such as sea water from ...
International audienceWe present a new approach to illuminate and render single scattering effects i...
We present a novel approach for real-time rendering of translucent surfaces. The computation of subs...
In this paper we propose a novel technique to perform real-time rendering of translucent inhomogeneo...
International audienceThis paper addresses the rendering of single scattering effects such as glows ...
To synthesize realistic translucent materials in computer graphics, it is necessary to simulate the ...
AbstractTranslucent objects are very common in the real world, so the real-time rendering of the tra...
Figure 1: Rendering of a human face with our real-time separable subsurface scattering shader runnin...
The existing literature provides a wide variety of previous work regarding Subsurface Scattering e e...
Existing algorithms for rendering subsurface scattering in real time cannot deal well with scatterin...
The authors present an algorithm for real-time realistic rendering of translucent materials such as ...
We consider real-time rendering of scenes in participating media, capturing the effects of light sca...
Many materials possess a degree of trans-lucency. Light scatters within translu-cent objects (such a...
We consider real-time rendering of scenes in participating media, capturing the effects of light sca...
In this paper we propose a novel technique to perform real-time rendering of translucent inhomogeneo...
Figure 1: We reproduce the blurring and colour shifts in participating media such as sea water from ...
International audienceWe present a new approach to illuminate and render single scattering effects i...
We present a novel approach for real-time rendering of translucent surfaces. The computation of subs...
In this paper we propose a novel technique to perform real-time rendering of translucent inhomogeneo...
International audienceThis paper addresses the rendering of single scattering effects such as glows ...