Apostolia Tsirikoglou
Linköping University, Sweden
Simon Ekeberg
Swiss International AB, Sweden
Johan Vikström
Swiss International AB, Sweden
Joel Kronander
Linköping University, Sweden
Jonas Unger
Linköping University, Sweden
Download articlePublished in: Proceedings of SIGRAD 2014, Visual Computing, June 12-13, 2014, Göteborg, Sweden
Linköping Electronic Conference Proceedings 106:7, p. 49-58
Published: 2014-10-30
ISBN: 978-91-7519-212-3
ISSN: 1650-3686 (print), 1650-3740 (online)
S(wi)SS is a new, flexible artist friendly multi-layered sub-surface scattering shader that simulates accurately subsurface scattering for a large range of translucent materials. It is a physically motivated multi-layered approach where the sub-surface scattering effect is generated using one to three layers. It enables seamless mixing of the classical dipole, the better dipole and the quantized diffusion reflectance model in the sub-surface scattering layers, and additionally provides the scattering coming of front and back illumination, as well as all the BSDF components, in separate render channels enabling the artist to either use them physically accurately or tweak them independently during compositing to produce the desired result. To demonstrate the usefulness of our approach, we show a set of high quality rendering results from different user scenarios.
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