Real-time subsurface scattering on the GPU

Antoine Bouthors 1 Eric Bruneton 1 Fabrice Neyret 1 Nelson Max 2
1 EVASION - Virtual environments for animation and image synthesis of natural objects
Inria Grenoble - Rhône-Alpes, INPG - Institut National Polytechnique de Grenoble , LJK - Laboratoire Jean Kuntzmann
Abstract : We present a GPU algorithm that computes subsurface light transport in real time on arbitrary animated meshes. We evaluate both single scattering and multiple scattering, by using piecewise linear and ring-based approximations of the surface in the fragment shader. We demonstrate our technique on animated meshes at 60 fps.
Type de document :
Rapport
[Technical Report] 2007, pp.1



https://hal.inria.fr/inria-00537428
Contributeur : Fabrice Neyret <>
Soumis le : jeudi 18 novembre 2010 - 15:13:01
Dernière modification le : samedi 17 septembre 2016 - 01:36:05
Document(s) archivé(s) le : samedi 19 février 2011 - 03:01:42

Identifiants

  • HAL Id : inria-00537428, version 1

Collections

Citation

Antoine Bouthors, Eric Bruneton, Fabrice Neyret, Nelson Max. Real-time subsurface scattering on the GPU. [Technical Report] 2007, pp.1. <inria-00537428>

Partager

Métriques

Consultations de
la notice

419

Téléchargements du document

920