SSLPV: Subsurface Light Propagation Volumes

Abstract
This paper presents the Subsurface Light Propagation Volume (SSLPV) method for real-time approximation of subsurface scattering effects in dynamic scenes with changing mesh opology and lighting. SSLPV extends the Light Propagation Volume (LPV) technique for indirect illumination in video games. We introduce a new consistent method for injecting flux from point light sources into an LPV grid, a new rendering method which consistently convertslight intensity stored in an LPV grid into incident radiance, as well as a model for light scattering and absorption inside heterogeneous materials. Our scheme does not require any precomputation and handles arbitrarily deforming meshes. We show that SSLPV provides visually pleasing results in real-time at the expense of a few milliseconds of added rendering time.
Description

        
@inproceedings{
10.1145:2018323.2018325
, booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics
}, editor = {
Carsten Dachsbacher and William Mark and Jacopo Pantaleoni
}, title = {{
SSLPV: Subsurface Light Propagation Volumes
}}, author = {
Børlum, Jesper
 and
Christensen, Brian Bunch
 and
Kjeldsen, Thomas Kim
 and
Mikkelsen, Peter Trier
 and
Noe, Karsten Østergaard
 and
Rimestad, Jens
 and
Mosegaard, Jesper
}, year = {
2011
}, publisher = {
ACM
}, ISSN = {
2079-8687
}, ISBN = {
978-1-4503-0896-0
}, DOI = {
10.1145/2018323.2018325
} }
Citation