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dc.contributor.authorMunoz, Adolfoen_US
dc.contributor.authorEchevarria, Jose I.en_US
dc.contributor.authorSeron, Francisco J.en_US
dc.contributor.authorGutierrez, Diegoen_US
dc.contributor.editorEduard Groeller and Holly Rushmeieren_US
dc.date.accessioned2015-02-27T16:45:33Z
dc.date.available2015-02-27T16:45:33Z
dc.date.issued2011en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2011.02034.xen_US
dc.description.abstractThis paper introduces a new method for simulating homogeneous subsurface light transport in translucent objects. Our approach is based on irradiance convolutions over a multi‐layered representation of the volume for light transport, which is general enough to obtain plausible depictions of translucent objects based on the diffusion approximation. We aim at providing an efficient physically based algorithm that can apply arbitrary diffusion profiles to general geometries. We obtain accurate results for a wide range of materials, on par with the hierarchical method by Jensen and Buhler.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.titleConvolution‐Based Simulation of Homogeneous Subsurface Scatteringen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume30
dc.description.number8


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