![]() By Pedram Azari Inspiration My inspiration for this image came from Rui Wang's incredibly realistic images of the Stanford dragon. My goal in this project was to see how far I could take the dipole approximation for sub-surface scattering in order to achieve a glowing, translucent effect similar to that of a wax object being illuminated from behind. Renderer Features The following are some of my early experiments with path tracing:
With path tracing enabled the parts in shadow are more realistically illuminated. Although the path tracing is costly, when combined with depth of field, soft shadows, and anti-aliasing the additional cost is not as significant. ![]() We can see that even simple scenes look nice with these very simple to add (but hard to compute) effects. Because of the simple nature of the scene, in order to calculate the incident irradiance at each sample I simply computed the indicident irradiance due to the light source. I wanted the effect of illuminating something from behind so this turned out to be a safe approximation to make and significantly sped up the computation of the irradiance samples. The actual computation of the BSSRDF was done as described in Wan Jensen's paper. Specifically, I used an octree to store the samples and an accuracy criterion in order to decide whether or not to traverse further down the tree. The following is an early rendering of the BSSRDF: ![]() This scene also features anti-aliasing and depth of field (but no soft shadows.) Depending on the parameters, different effects can be achieved with the BSSRDF. In this scene we can see something somewhere in between ketchup and wax. Final Image Here again is the final image: ![]() For the most part I think it turned out very nice. The sub-surface scattering effect did a nice job of creating a waxy look (there's also a specular component involved.) The anti-aliasing, depth of field, bump mapping, and soft shadows did a nice job overall of making the generic checkerboard plane look a little less generic. The global illumination effects from the path tracing are probably the weakest part, specifically in the shadow of the dragon on the black tiles you can see the shortcomings of the path tracing method. This could have been solved by brute force, but in the interest of time (and not taking up too many computers in the lab for too long) I decided to leave well enough alone. |