Separable Subsurface Scattering.

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Title: Separable Subsurface Scattering.
Authors: Jimenez, Jorge1,2 jorge@iryoku.com, Zsolnai, Károly3 zsolnai@cg.tuwien.ac.at, Jarabo, Adrian1 ajarabo@unizar.es, Freude, Christian3 e0728278@student.tuwien.ac.at, Auzinger, Thomas3 thomas.auzinger@cg.tuwien.ac.at, Wu, Xian‐Chun2 neu.graphic@gmail.com, der Pahlen, Javier2 javier.pahlen@activision.com, Wimmer, Michael3 wimmer@cg.tuwien.ac.at, Gutierrez, Diego1 diegog@unizar.es
Source: Computer Graphics Forum. Sep2015, Vol. 34 Issue 6, p188-197. 10p. 11 Color Photographs, 1 Chart, 2 Graphs.
Subjects: Real-time rendering (Computer graphics), Surface scattering, Reflectance, Gaussian processes, Finite element method, Two-dimensional models
Abstract: In this paper, we propose two real-time models for simulating subsurface scattering for a large variety of translucent materials, which need under 0.5 ms per frame to execute. This makes them a practical option for real-time production scenarios. Current state-of-the-art, real-time approaches simulate subsurface light transport by approximating the radially symmetric non-separable diffusion kernel with a sum of separable Gaussians, which requires multiple (up to 12) 1D convolutions. In this work we relax the requirement of radial symmetry to approximate a 2D diffuse reflectance profile by a single separable kernel. We first show that low-rank approximations based on matrix factorization outperform previous approaches, but they still need several passes to get good results. To solve this, we present two different separable models: the first one yields a high-quality diffusion simulation, while the second one offers an attractive trade-off between physical accuracy and artistic control. Both allow rendering of subsurface scattering using only two 1D convolutions, reducing both execution time and memory consumption, while delivering results comparable to techniques with higher cost. Using our importance-sampling and jittering strategies, only seven samples per pixel are required. Our methods can be implemented as simple post-processing steps without intrusive changes to existing rendering pipelines [ABSTRACT FROM AUTHOR]
Copyright of Computer Graphics Forum is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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  Data: Separable Subsurface Scattering.
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  Data: <searchLink fieldCode="AR" term="%22Jimenez%2C+Jorge%22">Jimenez, Jorge</searchLink><relatesTo>1,2</relatesTo><i> jorge@iryoku.com</i><br /><searchLink fieldCode="AR" term="%22Zsolnai%2C+Károly%22">Zsolnai, Károly</searchLink><relatesTo>3</relatesTo><i> zsolnai@cg.tuwien.ac.at</i><br /><searchLink fieldCode="AR" term="%22Jarabo%2C+Adrian%22">Jarabo, Adrian</searchLink><relatesTo>1</relatesTo><i> ajarabo@unizar.es</i><br /><searchLink fieldCode="AR" term="%22Freude%2C+Christian%22">Freude, Christian</searchLink><relatesTo>3</relatesTo><i> e0728278@student.tuwien.ac.at</i><br /><searchLink fieldCode="AR" term="%22Auzinger%2C+Thomas%22">Auzinger, Thomas</searchLink><relatesTo>3</relatesTo><i> thomas.auzinger@cg.tuwien.ac.at</i><br /><searchLink fieldCode="AR" term="%22Wu%2C+Xian‐Chun%22">Wu, Xian‐Chun</searchLink><relatesTo>2</relatesTo><i> neu.graphic@gmail.com</i><br /><searchLink fieldCode="AR" term="%22der+Pahlen%2C+Javier%22">der Pahlen, Javier</searchLink><relatesTo>2</relatesTo><i> javier.pahlen@activision.com</i><br /><searchLink fieldCode="AR" term="%22Wimmer%2C+Michael%22">Wimmer, Michael</searchLink><relatesTo>3</relatesTo><i> wimmer@cg.tuwien.ac.at</i><br /><searchLink fieldCode="AR" term="%22Gutierrez%2C+Diego%22">Gutierrez, Diego</searchLink><relatesTo>1</relatesTo><i> diegog@unizar.es</i>
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  Data: <searchLink fieldCode="JN" term="%22Computer+Graphics+Forum%22">Computer Graphics Forum</searchLink>. Sep2015, Vol. 34 Issue 6, p188-197. 10p. 11 Color Photographs, 1 Chart, 2 Graphs.
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  Data: <searchLink fieldCode="DE" term="%22Real-time+rendering+%28Computer+graphics%29%22">Real-time rendering (Computer graphics)</searchLink><br /><searchLink fieldCode="DE" term="%22Surface+scattering%22">Surface scattering</searchLink><br /><searchLink fieldCode="DE" term="%22Reflectance%22">Reflectance</searchLink><br /><searchLink fieldCode="DE" term="%22Gaussian+processes%22">Gaussian processes</searchLink><br /><searchLink fieldCode="DE" term="%22Finite+element+method%22">Finite element method</searchLink><br /><searchLink fieldCode="DE" term="%22Two-dimensional+models%22">Two-dimensional models</searchLink>
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  Data: In this paper, we propose two real-time models for simulating subsurface scattering for a large variety of translucent materials, which need under 0.5 ms per frame to execute. This makes them a practical option for real-time production scenarios. Current state-of-the-art, real-time approaches simulate subsurface light transport by approximating the radially symmetric non-separable diffusion kernel with a sum of separable Gaussians, which requires multiple (up to 12) 1D convolutions. In this work we relax the requirement of radial symmetry to approximate a 2D diffuse reflectance profile by a single separable kernel. We first show that low-rank approximations based on matrix factorization outperform previous approaches, but they still need several passes to get good results. To solve this, we present two different separable models: the first one yields a high-quality diffusion simulation, while the second one offers an attractive trade-off between physical accuracy and artistic control. Both allow rendering of subsurface scattering using only two 1D convolutions, reducing both execution time and memory consumption, while delivering results comparable to techniques with higher cost. Using our importance-sampling and jittering strategies, only seven samples per pixel are required. Our methods can be implemented as simple post-processing steps without intrusive changes to existing rendering pipelines [ABSTRACT FROM AUTHOR]
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  Data: <i>Copyright of Computer Graphics Forum is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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        Value: 10.1111/cgf.12529
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      – Code: eng
        Text: English
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        PageCount: 10
        StartPage: 188
    Subjects:
      – SubjectFull: Real-time rendering (Computer graphics)
        Type: general
      – SubjectFull: Surface scattering
        Type: general
      – SubjectFull: Reflectance
        Type: general
      – SubjectFull: Gaussian processes
        Type: general
      – SubjectFull: Finite element method
        Type: general
      – SubjectFull: Two-dimensional models
        Type: general
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      – TitleFull: Separable Subsurface Scattering.
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            NameFull: Jimenez, Jorge
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            – D: 01
              M: 09
              Text: Sep2015
              Type: published
              Y: 2015
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