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Subsurface scattering (SSS), also known as subsurface light transport (SSLT), is a mechanism of
light Light, visible light, or visible radiation is electromagnetic radiation that can be visual perception, perceived by the human eye. Visible light spans the visible spectrum and is usually defined as having wavelengths in the range of 400– ...
transport in which light that penetrates the surface of a
translucent In the field of optics, transparency (also called pellucidity or diaphaneity) is the physical property of allowing light to pass through the material without appreciable light scattering by particles, scattering of light. On a macroscopic scale ...
object is scattered by interacting with the
material A material is a matter, substance or mixture of substances that constitutes an Physical object, object. Materials can be pure or impure, living or non-living matter. Materials can be classified on the basis of their physical property, physical ...
and exits the surface potentially at a different point. Light generally penetrates the surface and gets scattered a number of times at irregular angles inside the material before passing back out of the material at a different angle than it would have had if it had been reflected ''directly'' off the surface. Subsurface scattering is important for realistic
3D computer graphics 3D computer graphics, sometimes called Computer-generated imagery, CGI, 3D-CGI or three-dimensional Computer-generated imagery, computer graphics, are graphics that use a three-dimensional representation of geometric data (often Cartesian coor ...
, being necessary for the rendering of materials such as
marble Marble is a metamorphic rock consisting of carbonate minerals (most commonly calcite (CaCO3) or Dolomite (mineral), dolomite (CaMg(CO3)2) that have recrystallized under the influence of heat and pressure. It has a crystalline texture, and is ty ...
,
skin Skin is the layer of usually soft, flexible outer tissue covering the body of a vertebrate animal, with three main functions: protection, regulation, and sensation. Other animal coverings, such as the arthropod exoskeleton, have different ...
,
leaves A leaf (: leaves) is a principal appendage of the stem of a vascular plant, usually borne laterally above ground and specialized for photosynthesis. Leaves are collectively called foliage, as in "autumn foliage", while the leaves, stem, ...
, wax and
milk Milk is a white liquid food produced by the mammary glands of lactating mammals. It is the primary source of nutrition for young mammals (including breastfeeding, breastfed human infants) before they are able to digestion, digest solid food. ...
. If subsurface scattering is not implemented, the material may look unnatural, like plastic or metal.


Rendering techniques

To improve rendering efficiency, many
real-time computer graphics Real-time computer graphics or real-time rendering is the sub-field of computer graphics focused on producing and analyzing images in real time. The term can refer to anything from rendering an application's graphical user interface ( GUI) to ...
algorithms only compute the reflectance at the *surface* of an object. In reality, many materials are slightly translucent: light enters the surface; is absorbed, scattered and re-emitted potentially at a different point. Skin is a good case in point; only about 6% of reflectance is direct, 94% is from subsurface scattering. An inherent property of semitransparent materials is absorption. The further through the material light travels, the greater the proportion absorbed. To simulate this effect, a measure of the distance the light has traveled through the material must be obtained.


Random walk SSS

Published by Pixar, this technique is considered the state of the art. Usually integrated into a path-tracer. It essentially simulates what happens to real photons by tracing a light path into the material, generating new paths using a lambertian distribution around the inverted normal, then picking new directions at multiple steps to scatter the light path further, hence the name "random walk". Isotropic scattering is simulated by picking random directions evenly along a sphere. Anisotropic scattering is simulated usually by using the Henyey-Greenstein phase function. For example, human skin has anisotropic scattering. Optical depth / absorption is applied based on the length of the paths, using the Beer-Lambert law. Paths may be terminated inside the material when they reach a contribution minimum threshold or a maximum iteration count. When a path (ray) hits the surface again, it is used for gathering radiance from the scene, weighted by a lambertian distribution, as in a traditional path-tracer. This technique is intuitive and it is robust against thin geometry etc.


Depth Map based SSS

One method of estimating this distance is to use depth maps, in a manner similar to
shadow mapping Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces." Since then, it has b ...
. The scene is rendered from the light's point of view into a depth map, so that the distance to the nearest surface is stored. The
depth map In 3D computer graphics and computer vision, a depth map is an Digital image, image or Channel (digital image), image channel that contains information relating to the distance of the Computer representation of surfaces, surfaces of scene objec ...
is then projected onto it using standard
projective texture mapping Projective texture mapping is a method of texture mapping that allows a textured image to be projected onto a scene as if by a slide projector. Projective texture mapping is useful in a variety of lighting techniques and it is the starting point f ...
and the scene re-rendered. In this pass, when shading a given point, the distance from the light at the point the ray entered the surface can be obtained by a simple texture lookup. By subtracting this value from the point the ray exited the object we can gather an estimate of the distance the light has traveled through the object. The measure of distance obtained by this method can be used in several ways. One such way is to use it to index directly into an artist created 1D texture that falls off exponentially with distance. This approach, combined with other more traditional lighting models, allows the creation of different materials such as
marble Marble is a metamorphic rock consisting of carbonate minerals (most commonly calcite (CaCO3) or Dolomite (mineral), dolomite (CaMg(CO3)2) that have recrystallized under the influence of heat and pressure. It has a crystalline texture, and is ty ...
,
jade Jade is an umbrella term for two different types of decorative rocks used for jewelry or Ornament (art), ornaments. Jade is often referred to by either of two different silicate mineral names: nephrite (a silicate of calcium and magnesium in t ...
and wax. Potentially, problems can arise if models are not convex, but depth peeling can be used to avoid the issue. Similarly, depth peeling can be used to account for varying densities beneath the surface, such as bone or muscle, to give a more accurate scattering model. As can be seen in the image of the wax head to the right, light isn't diffused when passing through object using this technique; back features are clearly shown. One solution to this is to take multiple samples at different points on surface of the depth map. Alternatively, a different approach to approximation can be used, known as texture-space diffusion.


Texture space diffusion

As noted at the start of the section, one of the more obvious effects of subsurface scattering is a general blurring of the diffuse lighting. Rather than arbitrarily modifying the diffuse function, diffusion can be more accurately modeled by simulating it in texture space. This technique was pioneered in rendering faces in ''
The Matrix Reloaded ''The Matrix Reloaded'' is a 2003 American science fiction action film written and directed by the Wachowskis. It is the sequel to ''The Matrix'' (1999) and the second installment in the ''Matrix'' film series. The film stars Keanu Reeves, L ...
'', but is also used in the realm of real-time rendering techniques. The method unwraps the mesh of an object using a vertex shader, first calculating the lighting based on the original vertex coordinates. The vertices are then remapped using the UV texture coordinates as the screen position of the vertex, suitable transformed from the
, 1 The comma is a punctuation mark that appears in several variants in different languages. Some typefaces render it as a small line, slightly curved or straight, but inclined from the vertical; others give it the appearance of a miniature fille ...
range of texture coordinates to the
1, 1 Onekama ( ) is a village in Manistee County in the U.S. state of Michigan. The population was 399 at the 2020 census. The village is located on the northeast shore of Portage Lake and is surrounded by Onekama Township. The town's name is deri ...
range of normalized device coordinates. By lighting the unwrapped mesh in this manner, we obtain a 2D image representing the lighting on the object, which can then be processed and reapplied to the model as a light map. To simulate diffusion, the light map texture can simply be blurred. Rendering the lighting to a lower-resolution texture in itself provides a certain amount of blurring. The amount of blurring required to accurately model subsurface scattering in skin is still under active research, but performing only a single blur poorly models the true effects. To emulate the wavelength dependent nature of diffusion, the samples used during the (Gaussian) blur can be weighted by channel. This is somewhat of an artistic process. For human skin, the broadest scattering is in red, then green, and blue has very little scattering. A major benefit of this method is its independence of screen resolution; shading is performed only once per texel in the texture map, rather than for every pixel on the object. An obvious requirement is thus that the object have a good UV mapping, in that each point on the texture must map to only one point of the object. Additionally, the use of texture space diffusion provides one of the several factors that contribute to soft shadows, alleviating one cause of the realism deficiency of
shadow mapping Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces." Since then, it has b ...
.


See also

* Bidirectional scattering distribution function


References


External links


Henrik Wann Jensen's subsurface scattering website

An academic paper by Jensen on modeling subsurface scattering

Subsurface Scattering: Using the Misss_Fast_Simple_Maya shader
– Maya tutorial
3d Studio Max Tutorial - The definitive guide to using subsurface scattering in 3dsMax
*
Subsurface scattering Subsurface scattering (SSS), also known as subsurface light transport (SSLT), is a mechanism of light transport in which light that penetrates the surface of a translucent object is scattering, scattered by interacting with the Material (comput ...
in
Blender A blender (sometimes called a mixer (from Latin ''mixus, the PPP of miscere eng. to Mix)'' or liquidiser in British English) is a kitchen and laboratory appliance used to mix, crush, purée or emulsify food and other substances. A stationary ...
. {{DEFAULTSORT:Subsurface Scattering 3D rendering Scattering, absorption and radiative transfer (optics)