Real-Time
Translucent Rendering Using GPU-based Texture Space Importance Sampling
Overview
We present a novel approach for real-time rendering of translucent surfaces.
The computation of subsurface scattering is performed by first converting the
integration over the 3D model surface into integration over a 2D texture space and then applying importance sampling
based on the irradiance stored in the texture. Such a conversion leads to a
feasible GPU implementation and makes real-time frame rate possible. Our
implementation shows that
plausible images can be rendered in real time for complex translucent models
with dynamic light and material properties.
For objects with more apparent local effect, our approach generally requires
more samples that may downgrade the
frame rate. To deal with this case, we decompose the integration into two
parts, one for local effect and the other
for global effect, which are evaluated by a modified local subsurface scattering method and our texture space importance sampling,
respectively. Such a hybrid scheme is able to steadily render the translucent effect in real time with a fixed amount
of samples.
Publications
·
Chih-Wen Chang, Wen-Chieh Lin, Tan-Chi Ho,
Tsung-Shian Huang and Jung-Hong Chuang, “Real-Time Translucent Rendering Using
GPU-based Texture Space Importance Sampling,” Computer Graphics Forum (Eurographics 2008), Vol.
27, No. 2, 2008, pp 517-526.
Links to results
Comparison with Local Subsurface Scattering
Code
(note that the code is no longer maintained)