Subsurface Scattering - Rendering Techniques - Depth Map Based SSS

Depth Map Based SSS

One method of estimating this distance is to use depth maps, in a manner similar to shadow mapping. 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 is then projected onto it using standard projective texture mapping 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, jade 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.

Read more about this topic:  Subsurface Scattering, Rendering Techniques

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