My current algorithm combines techniques from four different papers:
1) I use the single-scattering term as described in the original SSS paper by Jensen:
2) For multi-scattering, I make use of a hierarchical irradiance-caching point cloud as described here:
3) I use some improved definitions of several terms as described in the following paper. These include improved boundary condition and diffusion coefficient terms amongst others.
http://naml.us/~irving/papers/deon2011_subsurface.pdf
http://naml.us/~irving/papers/deon2011_subsurface.pdf
4) Finally, I replace the standard dipole-diffusion algorithm with a hybrid extended-dipole source / Monte Carlo simulation as described here:
You can see several of my newest images below. In addition to the hue of the materials matching reality more closely, increasing the translucency of the material does not cause the model to brighten up and "glow" like it did before - instead the illumination simply becomes more blurred and soft.
Jade Dragon Marble Statue |
Scattering and Absorption Coefficients cut by two each |
Scattering and Absorption Coefficients cut by four each |
No comments:
Post a Comment