Affiliation:
1. State Key Laboratory of Virtual Reality Technology and Systems Beihang University Beijing China
2. Beijing University of Posts and Telecommunications Beijing China
3. Huawei Technologies Co., Ltd. Beijing China
4. Peng Cheng Laboratory Shenzhen China
5. Department of Computer Science Stony Brook University (SUNY at Stony Brook) Stony Brook NY USA
Abstract
AbstractSub‐surface scattering is always an important feature in translucent material rendering. When light travels through optically thick media, its transport within the medium can be approximated using diffusion theory, and is appropriately described by the bidirectional scattering‐surface reflectance distribution function (BSSRDF). BSSRDF methods rely on assumptions about object geometry and light distribution in the medium, which limits their applicability to general participating media problems. However, despite the high computational cost of path tracing, BSSRDF methods are often favoured due to their suitability for real‐time applications. We review these methods and discuss the most recent breakthroughs in this field. We begin by summarizing various BSSRDF models and then implement most of them in a 2D searchlight problem to demonstrate their differences. We focus on acceleration methods using BSSRDF, which we categorize into two primary groups: pre‐computation and texture methods. Then we go through some related topics, including applications and advanced areas where BSSRDF is used, as well as problems that are sometimes important yet are ignored in sub‐surface scattering estimation. In the end of this survey, we point out remaining constraints and challenges, which may motivate future work to facilitate sub‐surface scattering.
Subject
Computer Graphics and Computer-Aided Design
Cited by
1 articles.
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1. ReSTIR Subsurface Scattering for Real-Time Path Tracing;Proceedings of the ACM on Computer Graphics and Interactive Techniques;2024-08-09