Abstract
For modeling and rendering of heterogeneous translucent materials, this chapter presents techniques that enable acquisition from measured samples, interactive editing of material attributes, and real-time rendering. The materials are assumed to be optically dense such that multiple scattering can be approximated by a diffusion process described by the diffusion equation. For modeling heterogeneous materials, the inverse diffusion algorithm is presented for acquiring material properties from appearance measurements. This modeling algorithm incorporates a regularizer to handle the ill-conditioning of the inverse problem, an adjoint method to dramatically reduce the computational cost, and a hierarchical GPU implementation for further speedup. Rendering an object with known material properties is done by the polygrid diffusion algorithm, which solves the diffusion equation with a boundary condition defined by the given illumination environment. This rendering technique is based on representation of an object by a polygrid, a grid with regular connectivity and an irregular shape, which facilitates solution of the diffusion equation in arbitrary volumes. Because of the regular connectivity, this rendering algorithm can be implemented on the GPU for real-time performance. These techniques are demonstrated by capturing materials from physical samples and performing real-time rendering and editing with these materials.
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Dong, Y., Lin, S., Guo, B. (2013). Modeling and Rendering Subsurface Scattering Using Diffusion Equations. In: Material Appearance Modeling: A Data-Coherent Approach. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-35777-0_7
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DOI: https://doi.org/10.1007/978-3-642-35777-0_7
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