Real-Time Approximate Subsurface Scattering
on Graphics Hardware

Real-time approximate subsurface scattering on graphics hardware

This paper presents an image-space approximation technique for real-time subsurface scattering. We use a general two-pass approach, which first creates transmitted irradiance samples on shadow maps and then approximates illumination using these shadow maps. We estimate single scattering efficiently using a method similar to common shadow mapping, with adaptive deterministic sampling. We incorporate this single scattering with a recently proposed hierarchical technique to evaluate multiple scattering, based on diffusion theory. We archived hundreds of frames per second on graphics hardware without lengthy preprocessing.


Selected Publication:
Real-Time Approximate Subsurface Scattering on Graphics Hardware Hyunwoo Ki, Jihye Lyu, and Kyoungsu Oh. "Real-Time Approximate Subsurface Scattering on Graphics Hardware". The 15th Pacific Conference on Computer Graphics and Applications (Pacific Graphics 2007), pp. 403-406. (abstract)

BibTeX:
@inproceedings{KiH07SSS,
author = {Hyunwoo Ki and Jihye Lyu and Kyoungsu Oh},
title = {Real-Time Approximate Subsurface Scattering on Graphics Hardware},
booktitle = {PG '07: Proceedings of the Pacific Conference on Computer Graphics and Application},
year = {2007},
pages = {403--406}, }


Related Publication:
Real-Time Subsurface Scattering using Shadow Maps Hyunwoo Ki. "Real-Time Subsurface Scattering using Shadow Maps". To appear ShaderX7.