000056154 001__ 56154
000056154 005__ 20210121114530.0
000056154 0247_ $$2doi$$a10.1111/cgf.12529
000056154 0248_ $$2sideral$$a92826
000056154 037__ $$aART-2015-92826
000056154 041__ $$aeng
000056154 100__ $$aJimenez, J.
000056154 245__ $$aSeparable Subsurface Scattering
000056154 260__ $$c2015
000056154 5060_ $$aAccess copy available to the general public$$fUnrestricted
000056154 5203_ $$aIn 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.
000056154 536__ $$9info:eu-repo/grantAgreement/ES/MINECO/TAMA$$9info:eu-repo/grantAgreement/ES/MINECO/Lightslice$$9info:eu-repo/grantAgreement/EC/FP7/288914/EU/Vanquishing fear and apathy through E-inclusion: \nPersonalised and populated Realistic Virtual Environments for clinical, home and mobile platforms/VERVE$$9info:eu-repo/grantAgreement/EC/FP7/251415/EU/Final Report Summary - GOLEM (Realistic Virtual Humans)/GOLEM
000056154 540__ $$9info:eu-repo/semantics/openAccess$$aby-nc-nd$$uhttp://creativecommons.org/licenses/by-nc-nd/3.0/es/
000056154 590__ $$a1.542$$b2015
000056154 591__ $$aCOMPUTER SCIENCE, SOFTWARE ENGINEERING$$b17 / 106 = 0.16$$c2015$$dQ1$$eT1
000056154 592__ $$a0.806$$b2015
000056154 593__ $$aComputer Networks and Communications$$c2015$$dQ1
000056154 593__ $$aComputer Graphics and Computer-Aided Design$$c2015$$dQ1
000056154 655_4 $$ainfo:eu-repo/semantics/article$$vinfo:eu-repo/semantics/publishedVersion
000056154 700__ $$aZsolnai, K.
000056154 700__ $$0(orcid)0000-0001-9000-0466$$aJarabo, A.$$uUniversidad de Zaragoza
000056154 700__ $$aFreude, C.
000056154 700__ $$aAuzinger, T.
000056154 700__ $$aWu, X.C.
000056154 700__ $$aVon, Der Pahlen
000056154 700__ $$aWimmer, M.
000056154 700__ $$0(orcid)0000-0002-7503-7022$$aGutierrez, D.$$uUniversidad de Zaragoza
000056154 7102_ $$15007$$2570$$aUniversidad de Zaragoza$$bDpto. Informát.Ingenie.Sistms.$$cÁrea Lenguajes y Sistemas Inf.
000056154 773__ $$g34, 6 (2015), 188-197$$pComput. graph. forum$$tCOMPUTER GRAPHICS FORUM$$x0167-7055
000056154 8564_ $$s596100$$uhttps://zaguan.unizar.es/record/56154/files/texto_completo.pdf$$yVersión publicada
000056154 8564_ $$s64244$$uhttps://zaguan.unizar.es/record/56154/files/texto_completo.jpg?subformat=icon$$xicon$$yVersión publicada
000056154 909CO $$ooai:zaguan.unizar.es:56154$$particulos$$pdriver
000056154 951__ $$a2021-01-21-11:09:43
000056154 980__ $$aARTICLE