TY - JOUR
T1 - LinSSS
T2 - linear decomposition of heterogeneous subsurface scattering for real-time screen-space rendering
AU - Yatagawa, Tatsuya
AU - Yamaguchi, Yasushi
AU - Morishima, Shigeo
N1 - Funding Information:
This project was jointly supported by JSPS KAKENHI (JP18K18075, JP20H04203, JP17H06101, and JP19H01129), JST ACCEL (JPMJAC1602), JST Mirai Project (JPMJMI19B2), and a Grant-in-Aid from the Waseda Institute of Advanced Science and Engineering. Acknowledgements
Funding Information:
We appreciate the anonymous reviewers for their helpful comments to significantly improve the quality of the paper. We thank Pietre Peers, Xin Tong, and Yue Dong for providing us their measured BSSRDF data. We also thank Hiroyuki Kubo, Takahito Aoto, and Hubert P. H. Shum for their constructive discussion on this study.
Publisher Copyright:
© 2020, Springer-Verlag GmbH Germany, part of Springer Nature.
PY - 2020/10/1
Y1 - 2020/10/1
N2 - Screen-space subsurface scattering is currently the most common approach to represent translucent materials in real-time rendering. However, most of the current approaches approximate the diffuse reflectance profile of translucent materials as a symmetric function, whereas the profile has an asymmetric shape in nature. To address this problem, we propose LinSSS, a numerical representation of heterogeneous subsurface scattering for real-time screen-space rendering. Although our representation is built upon a previous method, it makes two contributions. First, LinSSS formulates the diffuse reflectance profile as a linear combination of radially symmetric Gaussian functions. Nevertheless, it can also represent the spatial variation and the radial asymmetry of the profile. Second, since LinSSS is formulated using only the Gaussian functions, the convolution of the diffuse reflectance profile can be efficiently calculated in screen space. To further improve the efficiency, we deform the rendering equation obtained using LinSSS by factoring common convolution terms and approximate the convolution processes using a MIP map. Consequently, our method works as fast as the state-of-the-art method, while our method successfully represents the heterogeneity of scattering.
AB - Screen-space subsurface scattering is currently the most common approach to represent translucent materials in real-time rendering. However, most of the current approaches approximate the diffuse reflectance profile of translucent materials as a symmetric function, whereas the profile has an asymmetric shape in nature. To address this problem, we propose LinSSS, a numerical representation of heterogeneous subsurface scattering for real-time screen-space rendering. Although our representation is built upon a previous method, it makes two contributions. First, LinSSS formulates the diffuse reflectance profile as a linear combination of radially symmetric Gaussian functions. Nevertheless, it can also represent the spatial variation and the radial asymmetry of the profile. Second, since LinSSS is formulated using only the Gaussian functions, the convolution of the diffuse reflectance profile can be efficiently calculated in screen space. To further improve the efficiency, we deform the rendering equation obtained using LinSSS by factoring common convolution terms and approximate the convolution processes using a MIP map. Consequently, our method works as fast as the state-of-the-art method, while our method successfully represents the heterogeneity of scattering.
KW - Real-time rendering
KW - Reflectance modeling
KW - Subsurface scattering
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U2 - 10.1007/s00371-020-01915-4
DO - 10.1007/s00371-020-01915-4
M3 - Article
AN - SCOPUS:85088698337
SN - 0178-2789
VL - 36
SP - 1979
EP - 1992
JO - Visual Computer
JF - Visual Computer
IS - 10-12
ER -