Curvature-dependent local illumination approximation for translucent materials

Hiroyuki Kubo*, Mai Hariu, Shuhei Wemler, Shigeo Morishima

*Corresponding author for this work

Research output: Contribution to conferencePaperpeer-review

1 Citation (Scopus)


Simulating sub-surface scattering is one of the most effective ways to realistically synthesize translucent materials such as marble, milk and human skin. In previous work, the method developed by Jensen et al. [2002] improved significantly on the speed of the simulation, yet still cannot produce real-time rendering. Thus, we have developed a simple local illumination model which mimics the presence of a subsurface scattering effect. Furthermore, this approach is easy implementable on the GPU and doesn't require any complicated pre-processing as is often the case in this area of research [Mertens et al. 2003].

Original languageEnglish
Publication statusPublished - 2009
EventSIGGRAPH 2009: Posters, SIGGRAPH '09 - New Orleans, LA, United States
Duration: 2009 Aug 32009 Aug 7


ConferenceSIGGRAPH 2009: Posters, SIGGRAPH '09
Country/TerritoryUnited States
CityNew Orleans, LA

ASJC Scopus subject areas

  • Computer Graphics and Computer-Aided Design
  • Human-Computer Interaction
  • Software


Dive into the research topics of 'Curvature-dependent local illumination approximation for translucent materials'. Together they form a unique fingerprint.

Cite this