LinSSS: linear decomposition of heterogeneous subsurface scattering for real-time screen-space rendering

2020 ◽  
Vol 36 (10-12) ◽  
pp. 1979-1992
Author(s):  
Tatsuya Yatagawa ◽  
Yasushi Yamaguchi ◽  
Shigeo Morishima
Author(s):  
Tiantian Xie ◽  
Marc Olano ◽  
Brian Karis ◽  
Krzysztof Narkowicz

In real-time applications, it is difficult to simulate realistic subsurface scattering with differing degrees translucency. Burley's reflectance approximation by empirically fitting the diffusion profile as a whole makes it possible to achieve realistic looking subsurface scattering for different translucent materials in screen space. However, achieving a physically correct result requires real-time Monte Carlo sampling of the analytic importance function per pixel per frame, which seems prohibitive to achieve. In this paper, we propose an approximation of the importance function that can be evaluated in real-time. Since subsurface scattering is more pronounced in certain regions (e.g., with light gradient change), we propose an adaptive sampling method based on temporal variance to lower the required number of samples. We propose a one phase adaptive sampling pass that is unbiased, and able to adapt to scene changes due to motion and lighting. To further improve the quality, we explore temporal reuse with a guiding pass prior to the final temporal anti-aliasing (TAA) phase that further improves the quality. Our local guiding pass does not constrain the TAA implementation, and only requires one additional texture to be passed between frames. Our proposed variance-guided algorithm has the potential to make stochastic sampling algorithm effective for real-time rendering.


Author(s):  
Jop Vermeer ◽  
Leonardo Scandolo ◽  
Elmar Eisemann

Ambient occlusion (AO) is a popular rendering technique that enhances depth perception and realism by darkening locations that are less exposed to ambient light (e.g., corners and creases). In real-time applications, screen-space variants, relying on the depth buffer, are used due to their high performance and good visual quality. However, these only take visible surfaces into account, resulting in inconsistencies, especially during motion. Stochastic-Depth Ambient Occlusion is a novel AO algorithm that accounts for occluded geometry by relying on a stochastic depth map, capturing multiple scene layers per pixel at random. Hereby, we efficiently gather missing information in order to improve upon the accuracy and spatial stability of conventional screen-space approximations, while maintaining real-time performance. Our approach integrates well into existing rendering pipelines and improves the robustness of many different AO techniques, including multi-view solutions.


2013 ◽  
Vol 22 (06) ◽  
pp. 1360019
Author(s):  
DAMON BLANCHETTE ◽  
EMMANUEL AGU

Spectral rendering, or the synthesis of images by taking into account the constituent wavelengths of white light, enables the rendering of iridescent colors caused by phenomena such as dispersion, diffraction, interference and scattering. Caustics, the focusing and defocusing of light through a refractive medium, can be interpreted as a special case of dispersion where all the wavelengths travel along the same paths. In this paper we extend Adaptive Caustic Mapping (ACM), a previously proposed caustics mapping algorithm, to handle physically-based dispersion. Because ACM can display caustics in real-time, it is amenable to extension to handle the more general case of dispersion. We also present a novel algorithm for filling in the gaps that occur due to discrete sampling of the spectrum. Our proposed method runs in screen-space, and is fast enough to display plausible dispersion phenomena at real-time and interactive frame rates.


Author(s):  
Sid'Ali Kalem ◽  
Assia Kourgli

The following paper proposes an alternative approach to the real-time adaptive triangulation problem. A new region-based multi-resolution approach for terrain rendering is described which improves on-the-fly the distribution of the density of triangles inside the tile after selecting appropriate Level-Of-Detail by an adaptive sampling. This proposed approach organizes the heightmap into a QuadTree of tiles that are processed independently. This technique combines the benefits of both Triangular Irregular Network approach and region-based multi-resolution approach by improving the distribution of the density of triangles inside the tile. Our technique morphs the initial regular grid of the tile to deformed grid in order to minimize approximation error. The proposed technique strives to combine large tile size and real-time processing while guaranteeing an upper bound on the screen space error. Thus, this approach adapts terrain rendering process to local surface characteristics and enables on-the-fly handling of large amount of terrain data. Morphing is based-on the multi-resolution wavelet analysis. The use of the D2WT multi-resolution analysis of the terrain height-map speeds up processing and permits to satisfy an interactive terrain rendering. Tests and experiments demonstrate that Haar B-Spline wavelet, well known for its properties of localization and its compact support, is suitable for fast and accurate redistribution. Such technique could be exploited in client-server architecture for supporting interactive high-quality remote visualization of very large terrain.


2014 ◽  
Vol 2014 ◽  
pp. 1-8
Author(s):  
Won-Sun Lee ◽  
Seung-Do Kim ◽  
Seongah Chin

Subsurface scattering that simulates the path of a light through the material in a scene is one of the advanced rendering techniques in the field of computer graphics society. Since it takes a number of long operations, it cannot be easily implemented in real-time smartphone games. In this paper, we propose a subsurface scattering-based object rendering technique that is optimized for smartphone games. We employ our subsurface scattering method that is utilized for a real-time smartphone game. And an example game is designed to validate how the proposed method can be operated seamlessly in real time. Finally, we show the comparison results between bidirectional reflectance distribution function, bidirectional scattering distribution function, and our proposed subsurface scattering method on a smartphone game.


2011 ◽  
Vol 10 (4) ◽  
pp. 61-65
Author(s):  
Robert Sajko ◽  
Zeljka Mihajlovic

The quality of computer rendering and perception of realism greatly depend on the shading method used to implement the interaction of light with the surfaces of objects in a scene. Ambient occlusion (AO) enhances the realistic impression of rendered objects and scenes. Properties that make Screen Space Ambient Occlusion (SSAO) interesting for real-time graphics are scene complexity independence, and support for fully dynamic scenes. However, there are also important issues with current approaches: poor texture cache use, introduction of noise, and performance swings. In this paper, a straightforward solution is presented. Instead of a traditional, geometry-based sampling method, a novel, image-based sampling method is developed, coupled with a revised heuristic function for computing occlusion. Proposed algorithm harnessing GPU power improves texture cache use and reduces aliasing artifacts. Two implementations are developed, traditional and novel, and their comparison reveals improved performance and quality of the proposed algorithm.


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