TY - JOUR
T1 - Fast subsurface light transport evaluation for real-time rendering using single shortest optical paths
AU - Ozawa, Tadahiro
AU - Yatagawa, Tatsuya
AU - Kubo, Hiroyuki
AU - Morishima, Shigeo
PY - 2017
Y1 - 2017
N2 - To synthesize photo-realistic images, simulating the subsurface scattering is highly important. However, physically accurate simulation of the subsurface scattering requires computationally complex integration over various optical paths going through translucent materials. On the other hand, the powers of light rays are immediately decreased when they pass through limitedly translucent materials. We leverage this observation to compute the light contribution approximately by only considering a single ray that has the most dominant contribution. The proposed method is based on an empirical assumption where the light ray having passed such a dominant path has the largest influence for the final rendering result. By only considering the single dominant path to evaluate the radiance, visually plausible rendering results can be obtained in real-time, while the rendering process itself is not based on the strict physics, nevertheless. This lightweight rendering process is particularly important for inhomogeneous translucent objects that include different translucent materials inside, which have been one of the targets that is difficult to render in real-time due to its high computational complexity.
AB - To synthesize photo-realistic images, simulating the subsurface scattering is highly important. However, physically accurate simulation of the subsurface scattering requires computationally complex integration over various optical paths going through translucent materials. On the other hand, the powers of light rays are immediately decreased when they pass through limitedly translucent materials. We leverage this observation to compute the light contribution approximately by only considering a single ray that has the most dominant contribution. The proposed method is based on an empirical assumption where the light ray having passed such a dominant path has the largest influence for the final rendering result. By only considering the single dominant path to evaluate the radiance, visually plausible rendering results can be obtained in real-time, while the rendering process itself is not based on the strict physics, nevertheless. This lightweight rendering process is particularly important for inhomogeneous translucent objects that include different translucent materials inside, which have been one of the targets that is difficult to render in real-time due to its high computational complexity.
KW - Real-time rendering
KW - Shortest path algorithm
KW - Subsurface scattering
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U2 - 10.11371/iieej.46.533
DO - 10.11371/iieej.46.533
M3 - Article
AN - SCOPUS:85064383768
SN - 0285-9831
VL - 46
SP - 533
EP - 546
JO - Journal of the Institute of Image Electronics Engineers of Japan
JF - Journal of the Institute of Image Electronics Engineers of Japan
IS - 4
ER -