Separable Subsurface Scattering | Two Minute Papers #66
- Published on: 5/15/2016
- Separable Subsurface Scattering is a novel technique to add real-time subsurface light transport calculations for computer games and other real-time applications.
The paper "Separable Subsurface Scattering" and its implementation is available here:
Recommended for you:
Ray Tracing / Subsurface Scattering @ Function 2015 - https://www.201tube.com/video/qyDUvatu5M8/video.html
Separable Subsurface Scattering Unofficial Talk - https://www.201tube.com/video/mU-5CsaPfsE/video.html
Separable Subsurface Scattering Implementation in Blender (thank you Lubos Lenco!):
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Extended credits (copied from the Acknowledgements section of the mentioned paper):
The authors want to thank the reviewers for their insightful comments; Infinity Realities, in particular Lee Perry-Smith, for his head model and for the Lauren model; the Institute of Creative Technologies at USC, in particular Paul Debevec, for the Ari and Bernardo models; and Bernardo Antoniazzi for letting us use his likeness. Furthermore, we want to thank the Stanford University Computer Graphics Laboratory for the Dragon model, and the following contributors from Blend Swap under CC-BY licence: longrender for the Dish model, metalix for the Green apple model, betomo16 for the Plant model, and PickleJones for the Grapes model. We also thank Felícia Fehér for editing the figures. This research has been partially funded by the European Commission, 7th Framework Programme, through projects GOLEM and VERVE, the Spanish Ministry of Economy and Competitiveness through project LIGHTSLICE, and project TAMA, and the Austrian Science Fund (FWF) through project no. P23700-N23.
The thumbnail background image was taken from the corresponding paper linked above.
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