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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, LJK - Laboratoire Jean Kuntzmann, Grenoble INP - Institut polytechnique de Grenoble - Grenoble Institute of Technology
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.
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Contributor : Fabrice Neyret Connect in order to contact the contributor
Submitted on : Thursday, November 18, 2010 - 3:13:01 PM
Last modification on : Friday, February 4, 2022 - 3:34:35 AM
Long-term archiving on: : Saturday, February 19, 2011 - 3:01:42 AM


  • HAL Id : inria-00537428, version 1



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



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