Representation of homogeneous translucent materials using the P3 approximation and an image-based bidirectional subsurface scattering reflectance distribution function measurement system

2010 ◽  
Vol 49 (6) ◽  
pp. 063601 ◽  
Author(s):  
Seung Joo Lee
Author(s):  
Marcos Henrique Mamoru Otsuka Hamanaka ◽  
Vinicius do Lago Pimentel ◽  
Wellington Oliveira Avelino ◽  
Viviane Nogueira Hamanaka ◽  
Fernando Fuzinatto Dall'Agnol ◽  
...  

2014 ◽  
Vol 2014 ◽  
pp. 1-8
Author(s):  
Won-Sun Lee ◽  
Seung-Do Kim ◽  
Seongah Chin

Subsurface scattering that simulates the path of a light through the material in a scene is one of the advanced rendering techniques in the field of computer graphics society. Since it takes a number of long operations, it cannot be easily implemented in real-time smartphone games. In this paper, we propose a subsurface scattering-based object rendering technique that is optimized for smartphone games. We employ our subsurface scattering method that is utilized for a real-time smartphone game. And an example game is designed to validate how the proposed method can be operated seamlessly in real time. Finally, we show the comparison results between bidirectional reflectance distribution function, bidirectional scattering distribution function, and our proposed subsurface scattering method on a smartphone game.


2002 ◽  
Vol 30 (11) ◽  
pp. 636-641
Author(s):  
Tsuyoshi YAMAMOTO ◽  
Atsushi MAKI ◽  
Hideaki KOIZUMI

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