Subsurface scattering using splat-based diffusion in point-based rendering
Subsurface scattering using splat-based diffusion in point-based rendering作者机构:Department of Computer Engineering Sejong University Computer Graphics Lab ETH Zurich
出 版 物:《Science China(Information Sciences)》 (中国科学:信息科学(英文版))
年 卷 期:2010年第53卷第5期
页 面:911-919页
核心收录:
学科分类:08[工学] 080203[工学-机械设计及理论] 0802[工学-机械工程]
基 金:supported by Basic Science Research Program through the National Research Foundation of Korea (NRF) funded by the Korean Ministry of Education, Science and Technology (Grant No. 2009-0073692) the Seoul R&BD Program (Grant No. 10581)
主 题:subsurface scattering point-based rendering skin rendering diffusion profile sum of Gaussian
摘 要:Point-based graphics has gained much attention as an alternative to polygon-based approaches because of its simplicity and flexibility. However, current point-based techniques do not provide a sufficient rendering quality for translucent materials such as human skin. In this paper, we propose a point-based framework with subsurface scattering of light, which is important to create the soft and semi-translucent appearance of human skin. To accurately simulate subsurface scattering in multilayered materials, we present splat-based diffusion to apply a linear combination of several Gaussian basis functions to each splat in object space. Compared to existing point-based approaches, our method offers a significantly improved visual quality in rendering human faces and provides a similar visual quality to polygon-based rendering using the texture space diffusion technique. We demonstrate the effectiveness of our approach in rendering scanned faces realistically.