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.
Originalsprog | Engelsk |
---|---|
Titel | Proceedings - HPG 2011: ACM SIGGRAPH Symposium on High Performance Graphics |
Antal sider | 8 |
Publikationsdato | 2011 |
Sider | 7-14 |
ISBN (Trykt) | 9781450308960 |
DOI | |
Status | Udgivet - 2011 |
Begivenhed | ACM SIGGRAPH Symposium on High Performance Graphics, HPG 2011 - Vancouver, BC, Canada Varighed: 5 aug. 2011 → 7 aug. 2011 |
Konference
Konference | ACM SIGGRAPH Symposium on High Performance Graphics, HPG 2011 |
---|---|
Land/Område | Canada |
By | Vancouver, BC |
Periode | 05/08/2011 → 07/08/2011 |