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Smoother Subsurface Scattering

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Presentation on theme: "Smoother Subsurface Scattering"— Presentation transcript:

1 Smoother Subsurface Scattering
Ivan Neulander

2 Subsurface Scattering Overview
Light transport is mediated by BSSRDF Light can enter and exit material at different positions, unlike with BRDF Shading is affected by light incident on other parts of surface Expensive to render (but very useful) BRDF BSSRDF

3 Jensen et al, SIGGRAPH 01 Single + Multiple scattering
Single scattering Monte Carlo integration along refracted outgoing ray Similar to volumetric ray marching Multiple scattering Diffusion approximation using dipole model, based on work by Eason and Farrell Avoids ray marching but needs numerous irradiance evaluations on the surface

4 Jensen & Buhler, SIGGRAPH 02
Faster diffusion approximation for Multiple Scattering: Two-pass approach Sample irradiance over surface, store in octree Retrieve irradiance from octree in final pass Each node contains an estimate of its children Irradiance Cache Rendered Image

5 Jensen & Buhler, SIGGRAPH 02
fast  used in production renderers; but: Some materials require very high irradiance sample counts to achieve smooth shading low mean free path High Medium Low Irradiance point density

6 Langlands & Mertens, SIGGRAPH 07: Smoothing Solution
Applies smoothing to reduce “splotchy noise” in Jensen & Buhler at low point densities Noise is due to a rapid falloff in the BSSRDF as a function of

7 Langlands & Mertens, SIGGRAPH 07: Smoothing Solution
becomes increasingly peaked as mean free path decreases. = 1 = 1/2 = 1/4 = 1/8 = 1/16

8 Langlands & Mertens, SIGGRAPH 07: Smoothing Solution
= + Idea: where Local component Global component 1 – w(r) Local term: More noisy Global term: Less noisy replace Noise-free!

9 Langlands & Mertens, SIGGRAPH 07: Results
= + unsmoothed Global term Local term = + smoothed Global term Smoothed local term

10 Langlands & Mertens, SIGGRAPH 07: Problem 1
Incorrectly hard shadow lines smoothing Ground truth

11 Our Solution to Problem 1
Problem lies in local term Replace in smooth local term with where = + Global term Smooth local term Contributions: Current shading sample All samples in irradiance cache

12 Our Solution to Problem 1: Results
We have replaced the hard edge with a noisier but appropriately soft one = + Global term Our smooth local term

13 Our Solution to Problem 1: Results
Comparison of teapot example Unsmoothed L&M smoothing Our smoothing Ground truth

14 Our Solution to Problem 1: Results

15 Our Solution to Problem 1: Results

16 Langlands & Mertens, SIGGRAPH 07 Problem 2: Varying MFP
Continuous variation of requires arbitrarily many precomputations of because varies nonlinearly with . Cannot texture-map Avoid many discrete

17 Our Solution to Problem 2
Evaluate at discrete and interpolate result Since can span range , at which points do we evaluate? We use Provides high resolution for near zero, lower resolution for large

18 Our Solution to Problem 2: Results

19 Our Solution to Problem 2: Results
No Smoothing Our Smoothing Ground truth

20

21 Conclusions We have made two enhancements to the SSS smoothing model by Langlands & Mertens: Fixed hard shadow edges Allowed for continuous mean free path variation Our solution builds on work by Jensen, Buhler, and others.

22 Thank You Thanks to Rhythm & Hues Slides:


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