Real-Time Subsurface Scattering using Shadow Maps
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Physically-based lighting provides a high level of realism
in 3D games and VR systems. Subsurface scattering of light makes the appearance
of the media translucent, soft, and smooth. In this article, we use shadow maps
as a key solution for real-time subsurface scattering. By using shadow maps, we
can we can avoid costly ray tracing and exploit the power of modern graphics
hardware. Moreover, an adaptive deterministic sampling strategy dramatically
reduces the number of samples. Finally, jittering in shadow map projection
eliminates aliasing and simulates soft shadows at shadow boundaries. This
technique, called subsurface-scatter mapping, fully runs on graphics
hardware in real-time.
Selected Publication:
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Hyunwoo Ki. "Real-Time
Subsurface Scattering using Shadow Maps". ShaderX7,
pp. 467-478.
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BibTeX:
@inbook{KiH09SSM,
author = {Hyunwoo Ki},
title = {ShaderX7},
chapter = {Real-Time Subsurface Scattering using Shadow Maps},
pages = {467--478},
year = {2009}, }
Acknowledgement:
We would like to very thank to Carsten Dachsbacher for allowing me to use his
refective shadow maps code in
ShaderX4. The implementation of my subsurface scatter included in the
CD is based on Dachsbarcher's Reflective Shadow Maps code in ShaderX4.
Related Publication:
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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) |
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Hyunwoo Ki, and Kyoungsu Oh. "A
GPU-Based Light Hierarchy for Real-Time Approximate Illumination".
The Visual Computer, Volume 24, Numbers 7-9, July, 2008, pp. 649-658.
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Hyunwoo Ki. "Hierarchical
Rendering Techniques for Real-Time Approximate Illumination on Programmable
Graphics Hardware". Master's Thesis, Soongsil
University, June 2007.
(Note this thesis is an extended version of the journal paper. It additionally introduces a hierarchical subsampling method to accelerate final rendering.) |
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