5536

SSLPV: subsurface light propagation volumes

Jesper Borlum, Brian Bunch Christensen, Thomas Kim Kjeldsen, Peter Trier Mikkelsen, Karsten Ostergaard Noe, Jens Rimestad, Jesper Mosegaard
Alexandra Institute, Denmark
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics, HPG ’11

@inproceedings{borlum2011sslpv,

   title={SSLPV: subsurface light propagation volumes},

   author={B{o}rlum, J. and Christensen, B.B. and Kjeldsen, T.K. and Mikkelsen, P.T. and Noe, K.{O}. and Rimestad, J. and Mosegaard, J.},

   booktitle={Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics},

   pages={7–14},

   year={2011},

   organization={ACM}

}

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This paper presents the Subsurface Light Propagation Volume (SSLPV) method for real-time approximation of subsurface scattering effects in dynamic scenes with changing mesh topology and lighting. SSLPV extends the Light Propagation Volume (LPV) technique for indirect illumination in video games. We introduce a new consistent method for injecting flux from point light sources into an LPV grid, a new rendering method which consistently converts light intensity stored in an LPV grid into incident radiance, as well as a model for light scattering and absorption inside heterogeneous materials. Our scheme does not require any precomputation and handles arbitrarily deforming meshes. We show that SSLPV provides visually pleasing results in real-time at the expense of a few milliseconds of added rendering time.
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