Title: BSSRDF:%20Bidirectional%20Surface%20Scattering%20Reflectance%20Distribution%20Functions
1BSSRDF 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
2What 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
3Example Skin
4BRDF
- 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
5BSSRDF 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
6BSSRDF v. BRDF
BSSRDF
BRDF
7Example
BRDF
BSSRDF
8The Theory
- Outgoing radiance at point x0 is computed by
integrating incident radiance at points xi over
the surrounding area and incoming directions wi.
9Hendrik 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
10Diffuse vs. Single Scatter
11The 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)
12Diff. 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
13Single 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
14Putting the two together
- So Jensens model of BSSRDF becomes
- Or
- BSSRDF Diffuse Approximation
Single Scatter Term
15Light 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
16Getting the Coefficients
17Got Milk?
18Marble bust
1.3 Million Triangles BRDF 2 minutes BSSRDF lt5
minutes Monte Carlo 1250 minutes
19Stanford Bunny
20Future 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.
21FinalRender
- First Render Engine to support BSSRDF
- More Info http//trinity3d.comhttp//trinity3d.
com/productinfo/FinalRender/finalrender.shtml