SSLPV: Subsurface Light Propagation Volumes

Jesper Børlum*, Brian Bunch Christensen, Thomas Kim Kjeldsen, Peter Trier Mikkelsen, Karsten Østergaard Noe, Jens Rimestad, Jesper Mosegaard

*Corresponding author af dette arbejde

Publikation: Bidrag til bog/antologi/rapport/proceedingKonferencebidrag i proceedingsForskningpeer review

2 Citationer (Scopus)

Abstract

This paper presents the Subsurface Light Propagation Volume (SSLPV) method for real-time approximation of subsurface scattering effects in dynamic scenes with changing mesh topology and lighting. SSLPV extends the Light Propagation Volume (LPV) technique for indirect illumination in video games. We introduce a new consistent method for injecting flux from point light sources into an LPV grid, a new rendering method which consistently converts light intensity stored in an LPV grid into incident radiance, as well as a model for light scattering and absorption inside heterogeneous materials. Our scheme does not require any precomputation and handles arbitrarily deforming meshes. We show that SSLPV provides visually pleasing results in real-time at the expense of a few milliseconds of added rendering time.
OriginalsprogEngelsk
TitelProceedings - HPG 2011: ACM SIGGRAPH Symposium on High Performance Graphics
Antal sider8
Publikationsdato2011
Sider7-14
ISBN (Trykt)9781450308960
DOI
StatusUdgivet - 2011
BegivenhedACM SIGGRAPH Symposium on High Performance Graphics, HPG 2011 - Vancouver, BC, Canada
Varighed: 5 aug. 20117 aug. 2011

Konference

KonferenceACM SIGGRAPH Symposium on High Performance Graphics, HPG 2011
Land/OmrådeCanada
ByVancouver, BC
Periode05/08/201107/08/2011

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