Science China Information Sciences

, Volume 53, Issue 5, pp 911–919 | Cite as

Subsurface scattering using splat-based diffusion in point-based rendering

  • Hyeon-Joong Kim
  • Bernd Bickel
  • Markus Gross
  • Soo-Mi Choi
Research Papers

Abstract

Point-based graphics has gained much attention as an alternative to polygon-based approaches because of its simplicity and flexibility. However, current point-based techniques do not provide a sufficient rendering quality for translucent materials such as human skin. In this paper, we propose a point-based framework with subsurface scattering of light, which is important to create the soft and semi-translucent appearance of human skin. To accurately simulate subsurface scattering in multilayered materials, we present splat-based diffusion to apply a linear combination of several Gaussian basis functions to each splat in object space. Compared to existing point-based approaches, our method offers a significantly improved visual quality in rendering human faces and provides a similar visual quality to polygon-based rendering using the texture space diffusion technique. We demonstrate the effectiveness of our approach in rendering scanned faces realistically.

Keywords

subsurface scattering point-based rendering skin rendering diffusion profile sum of Gaussian 

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Copyright information

© Science China Press and Springer-Verlag Berlin Heidelberg 2010

Authors and Affiliations

  • Hyeon-Joong Kim
    • 1
  • Bernd Bickel
    • 2
  • Markus Gross
    • 2
  • Soo-Mi Choi
    • 1
  1. 1.Department of Computer EngineeringSejong UniversitySeoulKorea
  2. 2.Computer Graphics LabETH ZurichZurichSwitzerland

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