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dc.contributor.authorMertens, Tomen_US
dc.contributor.authorKautz, Janen_US
dc.contributor.authorBekaert, Philippeen_US
dc.contributor.authorVan Reeth, Franken_US
dc.contributor.authorSeidel, Hans-Peteren_US
dc.date.accessioned2015-02-19T11:09:55Z
dc.date.available2015-02-19T11:09:55Z
dc.date.issued2005en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2005.00827.xen_US
dc.description.abstractA novel approach is presented to efficiently render local subsurface scattering effects. We introduce an importance sampling scheme for a practical subsurface scattering model. It leads to a simple and efficient rendering algorithm, which operates in image space, and which is even amenable for implementation on graphics hardware. We demonstrate the applicability of our technique to the problem of skin rendering, for which the subsurface transport of light typically remains local. Our implementation shows that plausible images can be rendered interactively using hardware acceleration.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.titleEfficient Rendering of Local Subsurface Scatteringen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume24en_US
dc.description.number1en_US
dc.identifier.doi10.1111/j.1467-8659.2005.00827.xen_US
dc.identifier.pages41-49en_US


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