Curvature-Based Shading of Translucent Materials, such as Human Skin
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Transcript of Curvature-Based Shading of Translucent Materials, such as Human Skin
Curvature-Based Shading of Translucent Materials, such as
Human Skin
Konstantin KolchinDMP Inc.
Introduction and Previous Work
Subsurface scattering in translucent materials transfers light away from the entrance point. The result depends on local geometry.
To describe this, Nicodemus et al. 1977 introduced Bidirectional Surface Scattering Distribution Function (BSSRDF).
Introduction and Previous Work, cont.
Jensen et al. 2001. Dipole-source model for BSSRDF.
Jensen and Buhler 2002. Hierarchical rendering with the dipole-model BSSRDF.
Borshukov and Lewis 2003. Texture-space diffusion. Dachsbacher and Stamminger 2003. Translucent
shadow maps. Mertens et al. 2005. Importance sampling of
BSSRDF in screen plane.
Introduction and Previous Work, cont.
d'Eon and Luebke 2007. Texture-space diffusion extended with stretch correction.
Diffusion approximation
)(),())(,(),( iioidi)( iiitiiii
xxxx dAdRNNFLS x
The integral is four-dimensional. To render subsurface scattering in real time, one have to calculate this integral in real time.
),(1),( ootooo
NFL x
Notation
Scattering neighborhood factor
Similarly to Hao and Varshney 2004, we integrate first over surface and then over directions. The surface integral is called the scattering neighborhood factor (SNF), p, so that
dpLNFL )()()(1)( iootoo
Integration of SNF using Monge’s form
Our suggestion is to compute SNF using Monge’s form.
Any smooth surface can be locally represented in Monge’s form
or, with axes taken along the principal curvature directions,
),( 213 xxfx
222
2113 xkxkx
21, xx
Integration of SNF using Monge’s form, cont.
Expression for SNF, , becomes
where is defined by
and
)()())(()( d3222111)( it xx dARxkxkNFpS
)(S
03222111 xkxk
22
22
21
213222111i 1/)( xkxkxkxkN
),,( 21 kkp
Possible simplificationsExample 1
One of possible simplifications is to replace Ft with its average value. SNF is then expressed in terms of a simple integral that can be precalculated.
ba
dxdxRFbxabaI/
21dt1 )()(),( x
Possible simplificationsExample 1, cont.
Possible simplificationsExample 2
Another approximation is 1. to set curvature to constant 2. to neglect tangential dependenceGeometrically, this means to locally replace the
object surface with a paraboloid.
Possible simplifications Example 2, cont.
a – ‘true’ curvatures, b,c,d – constant curvature (2 times difference)
a b
c d
We suggest a new method for shading 3D objects with translucent appearance. It can be used for real-time rendering.
Summary
Future work
To generalize the method to higher-order surface derivatives.
To adapt it to low-frequency illumination (using spherical harmonics).
To solve the problem for simple shapes, such as a sphere or cylinder.
That’s all
Thank you for your attention