BSSRDF: Bidirectional Surface Scattering Reflectance Distribution Functions - PowerPoint PPT Presentation

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BSSRDF: Bidirectional Surface Scattering Reflectance Distribution Functions

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'A Practical Model for Subsurface Light Transport' ... BSSRDF Translucence, Color Bleeding. BRDF Opague, Hard-looking... But... BSSRDF is EXPENSIVE ... – PowerPoint PPT presentation

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Title: BSSRDF: Bidirectional Surface Scattering Reflectance Distribution Functions


1
BSSRDF Bidirectional Surface Scattering
ReflectanceDistribution Functions
Based on "A Practical Model for Subsurface
Light Transport" Henrik Wann Jensen, Steve
Marschner, Marc Levoy and Pat Hanrahan
  • Jared M. Dunne
  • C95 Adv. Graphics
  • Feb. 7, 2002

2
What is BSSRDF?
  • Bidirectional surface scattering reflectance
    distribution function
  • In other words An equation that determines how
    incident light reflects and scatters from a
    surface
  • Also, simulates how light reflects off of and
    throughout a surface

3
Example Skin
4
BRDF
  • Bidirectional reflectance distribution function
  • Simplification of BSSRDF
  • Assumes that light entering a material leaves it
    at the same point
  • Usually tries to approximate surface scattering
    in some way

5
BSSRDF v. BRDF
  • BSSRDF allows simulation of light transport
  • Light can enter a material at one point and be
    reflected at another point.
  • BSSRDF ? Translucence, Color Bleeding
  • BRDF ? Opague, Hard-looking
  • But BSSRDF is EXPENSIVE

6
BSSRDF v. BRDF
BSSRDF
BRDF
7
Example
BRDF
BSSRDF
8
The Theory
  • Outgoing radiance at point x0 is computed by
    integrating incident radiance at points xi over
    the surrounding area and incoming directions wi.

9
Hendrik Wann Jensen et al
  • Basic Idea Break into two parts
  • Diffuse the radiance at a given point due to
    light transport within the media, via an
    approximation of the scatting
  • Single Scattering the first order scattering
    from a surface BRDF reflection light refracted
    through the material

10
Diffuse vs. Single Scatter
11
The Diffusion Approximation
  • In highly scattering media (like milk), light
    scatters many times (often several hundred)
  • Causes a lot more calculations, more expensive
    (if you use full BSSRDF)

12
Diff. Approx. (cont.) Sd
  • It is observed that in such materials the
    scattering becomes isotropic (in all directions)
    even with a highly focused light distribution.
  • So the following two-term approximation is used

radiant fluence
vector irradiance
13
Single Scattering Term S(1)
  • The light which refracts directly through or
    reflects off of the material
  • Directional component of incident light
  • Jensen (et al) extend a BRDF model (Hanrahan and
    Krueger) to achieve this scatter

14
Putting the two together
  • So Jensens model of BSSRDF becomes
  • Or
  • BSSRDF Diffuse Approximation
    Single Scatter Term

15
Light propagation
  • sa Absorption Coefficient
  • ss Scattering Coefficient
  • st Extinction Coefficient sa ss
  • These are used in the volume rendering equation,
    which describes how light moves through a medium

16
Getting the Coefficients
17
Got Milk?
18
Marble bust
1.3 Million Triangles BRDF 2 minutes BSSRDF lt5
minutes Monte Carlo 1250 minutes
19
Stanford Bunny
20
Future Plans of Hendrik Wann Jensen
  • In an interview of Jensen by CGarchitect.comI
    would like to combine the BSSRDF with photon
    mapping, and also work on making these algorithms
    generally available and easy to use for complex
    models.

21
FinalRender
  • First Render Engine to support BSSRDF
  • More Info http//trinity3d.comhttp//trinity3d.
    com/productinfo/FinalRender/finalrender.shtml
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