Curvature-dependent local illumination approximation for translucent materials

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

*この研究の対応する著者

研究成果: Paper査読

1 被引用数 (Scopus)

抄録

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].

本文言語English
DOI
出版ステータスPublished - 2009
イベントSIGGRAPH 2009: Posters, SIGGRAPH '09 - New Orleans, LA, United States
継続期間: 2009 8月 32009 8月 7

Conference

ConferenceSIGGRAPH 2009: Posters, SIGGRAPH '09
国/地域United States
CityNew Orleans, LA
Period09/8/309/8/7

ASJC Scopus subject areas

  • コンピュータ グラフィックスおよびコンピュータ支援設計
  • 人間とコンピュータの相互作用
  • ソフトウェア

フィンガープリント

「Curvature-dependent local illumination approximation for translucent materials」の研究トピックを掘り下げます。これらがまとまってユニークなフィンガープリントを構成します。

引用スタイル