Export Citations
Save this search
Please login to be able to save your searches and receive alerts for new content matching your search criteria.
- ArticleAugust 2001Seminal Paper
A practical model for subsurface light transport
SIGGRAPH '01: Proceedings of the 28th annual conference on Computer graphics and interactive techniquesAugust 2001, Pages 511–518https://doi.org/10.1145/383259.383319This paper introduces a simple model for subsurface light transport in translucent materials. The model enables efficient simulation of effects that BRDF models cannot capture, such as color bleeding within materials and diffusion of light across shadow ...
Also Published in:
Seminal Graphics Papers: Pushing the Boundaries, Volume 2: ISBN 9798400708978, August 2023 - ArticleSeptember 1993Seminal Paper
Reflection from layered surfaces due to subsurface scattering
SIGGRAPH '93: Proceedings of the 20th annual conference on Computer graphics and interactive techniquesSeptember 1993, Pages 165–174https://doi.org/10.1145/166117.166139The reflection of light from most materials consists of two major terms: the specular and the diffuse. Specular reflection may be modeled from first principles by considering a rough surface consisting of perfect reflectors, or micro-facets. Diffuse ...
Also Published in:
Seminal Graphics Papers: Pushing the Boundaries, Volume 2: ISBN 9798400708978, August 2023 - research-articleMay 2012
Representing BRDF by wavelet transformation of pair-copula constructions
SCCG '12: Proceedings of the 28th Spring Conference on Computer GraphicsMarch 2013, Pages 63–69https://doi.org/10.1145/2448531.2448539Bidirectional Reflectance Distribution Functions (BRDFs) are well-known functions in computer graphics, and these special functions represent the surface reflectance of materials. BRDFs can be viewed as multivariate probability density function (pdf) of ...
- research-articleJuly 2011
A quantized-diffusion model for rendering translucent materials
SIGGRAPH '11: ACM SIGGRAPH 2011 papersAugust 2011, Article No.: 56, Pages 1–14https://doi.org/10.1145/1964921.1964951We present a new BSSRDF for rendering images of translucent materials. Previous diffusion BSSRDFs are limited by the accuracy of classical diffusion theory. We introduce a modified diffusion theory that is more accurate for highly absorbing materials ...
- research-articleJuly 2011
A quantized-diffusion model for rendering translucent materials
ACM Transactions on Graphics (TOG), Volume 30, Issue 4Article No.: 56, Pages 1–14https://doi.org/10.1145/2010324.1964951We present a new BSSRDF for rendering images of translucent materials. Previous diffusion BSSRDFs are limited by the accuracy of classical diffusion theory. We introduce a modified diffusion theory that is more accurate for highly absorbing materials ...
-
- articleJanuary 2011
Assessing architectural drift in commercial software development: a case study
Software—Practice & Experience (SPRE), Volume 41, Issue 1January 2011, Pages 63–86https://doi.org/10.1002/spe.999Objectives: Software architecture is perceived as one of the most important artefacts created during a system's design. However, implementations often diverge from their intended architectures: a phenomenon called architectural drift. The objective of ...
- research-articleDecember 2008
A layered, heterogeneous reflectance model for acquiring and rendering human skin
SIGGRAPH Asia '08: ACM SIGGRAPH Asia 2008 papersDecember 2008, Article No.: 140, Pages 1–12https://doi.org/10.1145/1457515.1409093We introduce a layered, heterogeneous spectral reflectance model for human skin. The model captures the inter-scattering of light among layers, each of which may have an independent set of spatially-varying absorption and scattering parameters. For ...
- research-articleDecember 2008
A layered, heterogeneous reflectance model for acquiring and rendering human skin
ACM Transactions on Graphics (TOG), Volume 27, Issue 5Article No.: 140, Pages 1–12https://doi.org/10.1145/1409060.1409093We introduce a layered, heterogeneous spectral reflectance model for human skin. The model captures the inter-scattering of light among layers, each of which may have an independent set of spatially-varying absorption and scattering parameters. For ...
- ArticleJuly 2006
Analysis of human faces using a measurement-based skin reflectance model
- Tim Weyrich,
- Wojciech Matusik,
- Hanspeter Pfister,
- Bernd Bickel,
- Craig Donner,
- Chien Tu,
- Janet McAndless,
- Jinho Lee,
- Addy Ngan,
- Henrik Wann Jensen,
- Markus Gross
SIGGRAPH '06: ACM SIGGRAPH 2006 PapersJuly 2006, Pages 1013–1024https://doi.org/10.1145/1179352.1141987We have measured 3D face geometry, skin reflectance, and subsurface scattering using custom-built devices for 149 subjects of varying age, gender, and race. We developed a novel skin reflectance model whose parameters can be estimated from measurements. ...
- articleJuly 2006
Analysis of human faces using a measurement-based skin reflectance model
- Tim Weyrich,
- Wojciech Matusik,
- Hanspeter Pfister,
- Bernd Bickel,
- Craig Donner,
- Chien Tu,
- Janet McAndless,
- Jinho Lee,
- Addy Ngan,
- Henrik Wann Jensen,
- Markus Gross
ACM Transactions on Graphics (TOG), Volume 25, Issue 3Pages 1013–1024https://doi.org/10.1145/1141911.1141987We have measured 3D face geometry, skin reflectance, and subsurface scattering using custom-built devices for 149 subjects of varying age, gender, and race. We developed a novel skin reflectance model whose parameters can be estimated from measurements. ...
- ArticleJuly 2005
Modeling and rendering of metallic patinas
An important component that has been missing from image synthesis is the effect of weathering. In this paper, we present an approach for the modeling and rendering of one type of weathering --- metallic patinas. A patina is a film or incrustation on a ...
- ArticleJuly 2005
A rapid hierarchical rendering technique for translucent materials
SIGGRAPH '05: ACM SIGGRAPH 2005 CoursesJuly 2005, Pages 12–eshttps://doi.org/10.1145/1198555.1198592This paper introduces an efficient two-pass rendering technique for translucent materials. We decouple the computation of irradiance at the surface from the evaluation of scattering inside the material. This is done by splitting the evaluation into two ...
- ArticleJuly 2005
Light diffusion in multi-layered translucent materials
SIGGRAPH '05: ACM SIGGRAPH 2005 PapersJuly 2005, Pages 1032–1039https://doi.org/10.1145/1186822.1073308This paper introduces a shading model for light diffusion in multi-layered translucent materials. Previous work on diffusion in translucent materials has assumed smooth semi-infinite homogeneous materials and solved for the scattering of light using a ...
- articleJuly 2005
Light diffusion in multi-layered translucent materials
ACM Transactions on Graphics (TOG), Volume 24, Issue 3Pages 1032–1039https://doi.org/10.1145/1073204.1073308This paper introduces a shading model for light diffusion in multi-layered translucent materials. Previous work on diffusion in translucent materials has assumed smooth semi-infinite homogeneous materials and solved for the scattering of light using a ...
- articleApril 2004
Real-time rendering of translucent meshes
ACM Transactions on Graphics (TOG), Volume 23, Issue 2Pages 120–142https://doi.org/10.1145/990002.990004Subsurface scattering is important for photo-realistic rendering of translucent materials. We make approximations to the BSSRDF model and propose a simple lighting model to simulate the effects on translucent meshes. Our approximations are based on the ...
- ArticleJuly 2003
Measuring bidirectional texture reflectance with a kaleidoscope
SIGGRAPH '03: ACM SIGGRAPH 2003 PapersJuly 2003, Pages 741–748https://doi.org/10.1145/1201775.882341We describe a new technique for measuring the bidirectional texture function (BTF) of a surface that requires no mechanical movement, can measure surfaces in situ under arbitrary lighting conditions, and can be made small, portable and inexpensive. The ...
- articleJuly 2003
Measuring bidirectional texture reflectance with a kaleidoscope
ACM Transactions on Graphics (TOG), Volume 22, Issue 3Pages 741–748https://doi.org/10.1145/882262.882341We describe a new technique for measuring the bidirectional texture function (BTF) of a surface that requires no mechanical movement, can measure surfaces in situ under arbitrary lighting conditions, and can be made small, portable and inexpensive. The ...
- ArticleApril 2003
Interactive subsurface scattering for translucent meshes
I3D '03: Proceedings of the 2003 symposium on Interactive 3D graphicsApril 2003, Pages 75–82https://doi.org/10.1145/641480.641497We propose a simple lighting model to incorporate subsurface scattering effects within the local illumination framework. Subsurface scattering is relatively local due to its exponential falloff and has little effect on the appearance of neighboring ...
- ArticleJuly 2002
A rapid hierarchical rendering technique for translucent materials
SIGGRAPH '02: Proceedings of the 29th annual conference on Computer graphics and interactive techniquesJuly 2002, Pages 576–581https://doi.org/10.1145/566570.566619This paper introduces an efficient two-pass rendering technique for translucent materials. We decouple the computation of irradianceat the surface from the evaluation of scattering inside the material.This is done by splitting the evaluation into two ...
- articleJuly 2002
A rapid hierarchical rendering technique for translucent materials
ACM Transactions on Graphics (TOG), Volume 21, Issue 3Pages 576–581https://doi.org/10.1145/566654.566619This paper introduces an efficient two-pass rendering technique for translucent materials. We decouple the computation of irradianceat the surface from the evaluation of scattering inside the material.This is done by splitting the evaluation into two ...