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BSSRDF: Bidirectional Surface Scattering Reflectance Distribution Functions Jared M. Dunne C95 Adv. Graphics Feb. 7, 2002 Based on: "A Practical Model for Subsurface Light Transport" Henrik Wann Jensen, Steve Marschner, Marc Levoy and Pat Hanrahan
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What is BSSRDF? Bidirectional surface scattering reflectance distribution function In other words… An equation that determines how incident light reflects and scatters from a surface Also, simulates how light reflects off of and throughout a surface
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Example: Skin
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BRDF Bidirectional reflectance distribution function Simplification of BSSRDF Assumes that light entering a material leaves it at the same point Usually tries to approximate surface scattering in some way
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BSSRDF v. BRDF BSSRDF allows simulation of light transport Light can enter a material at one point and be reflected at another point. BSSRDF Translucence, Color Bleeding BRDF Opague, Hard-looking… But… BSSRDF is EXPENSIVE
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BSSRDF v. BRDF BRDF BSSRDF
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BRDFBSSRDF Example
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The Theory Outgoing radiance at point x 0 is computed by integrating incident radiance at points x i over the surrounding area and incoming directions w i.
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Hendrik Wann Jensen et al Basic Idea: Break into two parts Diffuse = the radiance at a given point due to light transport within the media, via an approximation of the scatting Single Scattering = the first order scattering from a surface… BRDF reflection + light refracted through the material
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Diffuse vs. Single Scatter
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The Diffusion Approximation In highly scattering media (like milk), light scatters many times (often several hundred) Causes a lot more calculations, more expensive (if you use full BSSRDF)
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Diff. Approx. (cont.) = S d It is observed that in such materials the scattering becomes isotropic (in all directions) even with a highly focused light distribution. So the following two-term approximation is used: radiant fluence vector irradiance
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Single Scattering Term = S (1) The light which refracts directly through or reflects off of the material Directional component of incident light Jensen (et al) extend a BRDF model (Hanrahan and Krueger) to achieve this scatter
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Putting the two together… So Jensen’s model of BSSRDF becomes: Or: BSSRDF = Diffuse Approximation + Single Scatter Term
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Light propagation a = Absorption Coefficient s = Scattering Coefficient t = Extinction Coefficient = a + s These are used in the volume rendering equation, which describes how light moves through a medium
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Getting the Coefficients
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Got Milk?
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Marble bust 1.3 Million Triangles BRDF: 2 minutes BSSRDF: <5 minutes Monte Carlo: 1250 minutes
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Stanford Bunny
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Future Plans of Hendrik Wann Jensen In an interview of Jensen by CGarchitect.com: “I would like to combine the BSSRDF with photon mapping, and also work on making these algorithms generally available and easy to use for complex models.”
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FinalRender First Render Engine to support BSSRDF More Info: http://trinity3d.com http://trinity3d.com/productinfo/FinalRende r/finalrender.shtml
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