Accurate computation of single scattering in refractive media
Résumé
Many materials exhibut sub-surface scattering: light enters them, is scattered inside and leaves the material at a different point. Most of the research on scattering effects has focused on multiple scattering, and used simple (straight line) approximations for single scattering. Recent research (Walter et al., 2009) has shown that single scattering produces highly detailed and complex effects that are not captured by this approximation. Accurate computation of single scattering effects is computationally expensive. It requires many samples along each pixel ray, especially for finely tesselated meshes with interpolated normals. The existing algorithm for accurate computation of single-scattering also requires a position-normal hierarchy over the scene, making it harder to implement. In this paper, we present a new method for accurate computation of single scattering. Our method only relies on local information, available at the triangle level. It is faster and more accurate than the existing method.
Fichier principal
RR-8312.pdf (4.56 Mo)
Télécharger le fichier
armadillo-single.png (399.81 Ko)
Télécharger le fichier
1e-6_6_6mn.png (140.71 Ko)
Télécharger le fichier
L3_B1_d2_g0_3_22mn.png (150.96 Ko)
Télécharger le fichier
L3_B2_d2_g0_3_7mn.png (138.56 Ko)
Télécharger le fichier
armadillo-simplified.png (349.46 Ko)
Télécharger le fichier
bumpySphere-simplified.png (92.47 Ko)
Télécharger le fichier
Origine | Fichiers produits par l'(les) auteur(s) |
---|
Format | Figure, Image |
---|
Format | Figure, Image |
---|
Format | Figure, Image |
---|
Format | Figure, Image |
---|
Format | Figure, Image |
---|
Format | Figure, Image |
---|