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State of the art of SSS

Posted: Tue Mar 05, 2013 1:42 pm
by spectral
Hi everybody,

I'm currently looking/learning about all the SSS methods and would like your advice about the different SSS existing methods ?

My goal is of course to have the higher SSS quality... but also interested about the GPU implementation.

So, I wait for you advices... because it is difficult to implement and then compare all the methods alone :-P

Thanks

Re: State of the art of SSS

Posted: Wed Mar 06, 2013 4:09 pm
by stefan
In my experience, ry traced single scattering and Jensen's fast BSSRDF are solid solutions. Christophe Hery as great implementation notes here http://renderman.pixar.com/view/impleme ... kin-bssrdf PBRT also includes source code for the fast BSSRDF method. This is also the method that I have implemented with great success.

D'eon just published an improved dipole model that integrates his earlies work into a more convenient formula. I haven't implemented tht one yet.

If you want to skip the prepass, Pixar hints at a progressive method in their multiresolution radiosity cache paper. I don't remember where, but I remember seeing a reference to an uncached ray traced dipole method recently, but haven't seen or heard anything about anyone implementing it.

Re: State of the art of SSS

Posted: Wed Mar 06, 2013 9:11 pm
by stefan
Appendix B in this paper describes a path based approach:
http://www.cs.cornell.edu/~kb/publicati ... idirLC.pdf

If anyone implements it, I'd love to hear how it performs.

Re: State of the art of SSS

Posted: Thu Mar 07, 2013 3:49 pm
by spectral
Thanks a lot Stefan,

I will review the last paper... I'm just surprised that there is no more (at least not much) research around that :-P

Re: State of the art of SSS

Posted: Thu Mar 07, 2013 10:23 pm
by stefan
I think there is plenty of research, we have not only newer methods for simulating thin and multilayer scattering but also approaches like light cuts or texture space diffusion. But when it comes to reliable production tools, the hierarchical point cloud approach still appears to be the method of choice.

Re: State of the art of SSS

Posted: Fri Mar 08, 2013 1:06 am
by bachi
spectral wrote:Thanks a lot Stefan,

I will review the last paper... I'm just surprised that there is no more (at least not much) research around that :-P
Here is a list of some SSS papers we have collected before, I haven't implemented any of them, and I believe the list is not complete,
but it might be a good idea to have a read of them. :p

SSS model
A Practical Model for Subsurface Light Transport. Jensen et al. SIGGRAPH 2001
Shell Texture Functions. Chen et al. SIGGRAPH 2004
Light Diffusion in Multi-Layered Translucent Materials. Donner and Jensen. SIGGRAPH 2005
Computing the Scattering Properties of Participating Media using Lorenz-Mie Theory. Frisvad et al. SIGGRAPH 2007
Modeling and Rendering Heterogeneous Translucent Materials using Diffusion Equation. Wang et al. TOG 2008
An Empirical BSSRDF Model. Donner et al. SIGGRAPH 2009
A Quantized-Diffusion Model for Rendering Translucent Materials. d'Eon and Irving. SIGGRAPH 2011
A Better Dipole. d'Eon. 2012

SSS rendering
A Rapid Hierarchical Rendering Technique for Translucent Materials. Jensen et al. SIGGRAPH 2002
Translucent Shadow Maps. Dachsbacher and Stamminger. EGSR 2003
Interactive Rendering of Translucent Deformable Objects. Kautz et al. EGSR 2003
Real-Time Rendering of Translucent Meshes. Hao and Varshney. TOG 2004
A Computational Approach to Simulate Subsurface Light Diffusion in Arbitrarily Shaped Objects. Haber et al. GI 2005
A Hybrid Monte Carlo Method for Accurate and Efficient Subsurface Scattering. Li et al. EGSR 2005
Rendering Translucent Materials using Photon Diffusion. Donner and Jensen. EGSR 2007
Real-Time Translucent Rendering Using GPU-based Texture Space Importance Sampling. Chang et al. EG 2008
Single-pass Scalable Subsurface Rendering with Lightcuts. Arbree et al. EG 2008
Real-Time Rendering of Heterogeneous Translucent Objects with Arbitrary Shapes. Wang et al. EG 2010
Heterogeneous Subsurface Scattering Using the Finite Element Method. Arbree et al. TVCG 2011
Convolution-Based Simulation of Homogeneous Subsurface Scattering. Munoz et al. CGF 2011
SSLPV: Subsurface Light Propagation Volumes. Borlum et al. HPG 2011
Accurate Translucent Material Rendering under Spherical Gaussian Lights. Yan et al. PG 2012
Real-Time Rendering of Deformable Heterogeneous Translucent Objects using Multiresolution Splatting. Chen et al. TVC 2012
Bidirectional Lightcut. Walter et al. SIGGRAPH 2012
A Practical Analytic Model for the Radiosity of Translucent Scenes. Sheng et al. I3D 2013

SSS editing
All-Frequency Interactive Relighting of Translucent Objects with Single and Multiple Scattering. Wang et al. SIGGRAPH 2005
Real-Time Homogenous Translucent Material Editing. Xu et al. CGF 2007
Real-Time Editing and Relighting of Homogeneous Translucent Materials. Wang et al. TVC 2008
SubEdit: A Representation for Editing Measured Heterogeneous Subsurface Scattering. Song et al. SIGGRAPH 2009

Re: State of the art of SSS

Posted: Fri Mar 08, 2013 9:13 am
by spectral
Thanks,

Sure, there are several papers around SSS... but I'm looking for peoples that have implement several methods in order to compare them.
The real complexity is to read everything, implement everything and then compare :-P

Re: State of the art of SSS

Posted: Fri Mar 08, 2013 5:44 pm
by graphicsMan
You're right. Would be great to see a STAR in EG regarding SSS. Pretty time consuming unless you've already implemented a bunch of the most recent work.