{"id":909,"date":"2011-05-31T12:19:26","date_gmt":"2011-05-31T10:19:26","guid":{"rendered":"http:\/\/viscomp.alexandra.dk\/"},"modified":"2017-05-29T10:40:07","modified_gmt":"2017-05-29T08:40:07","slug":"sslpv","status":"publish","type":"page","link":"https:\/\/viscomp.alexandra.dk\/?page_id=909","title":{"rendered":"SSLPV: Subsurface Light Propagation Volumes"},"content":{"rendered":"<table style=\"width: 100%; margin: 0;\">\n<tbody>\n<tr>\n<td style=\"text-align: center; background: none; border: none; padding: 0;\">Jesper B\u00f8rlum<\/td>\n<td style=\"text-align: center; background: none; border: none; padding: 0;\">Brian Bunch Christensen<\/td>\n<td style=\"text-align: center; background: none; border: none; padding: 0;\">Thomas Kim Kjeldsen<\/td>\n<td style=\"text-align: center; background: none; border: none; padding: 0;\">Peter Trier Mikkelsen<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<table style=\"width: 80%; margin-left: 10%; margin-right: 10%;\">\n<tbody>\n<tr>\n<td style=\"text-align: center; background: none; border: none; padding: 0;\">Karsten \u00d8stergaard Noe<\/td>\n<td style=\"text-align: center; background: none; border: none; padding: 0;\">Jens Rimestad<\/td>\n<td style=\"text-align: center; background: none; border: none; padding: 0;\">Jesper Mosegaard<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<table style=\"width: 100%; margin: 0;\">\n<tbody>\n<tr>\n<td style=\"text-align: center; background: none; border: none; padding: 0;\"><strong>Alexandra Institute<\/strong><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<div style=\"text-align: center;\"><a href=\"http:\/\/viscomp.alexandra.dk\/wp-content\/uploads\/2011\/05\/ThaiStatue64.png\"><br \/>\n<img loading=\"lazy\" class=\"size-full wp-image-951\" title=\"SSLPV_Thai_Statue\" src=\"http:\/\/viscomp.alexandra.dk\/wp-content\/uploads\/2011\/05\/ThaiStatue64.png\" alt=\"\" width=\"340\" height=\"594\" \/><\/a><a href=\"http:\/\/viscomp.alexandra.dk\/wp-content\/uploads\/2011\/05\/Lucy.png\"><img loading=\"lazy\" class=\"size-full wp-image-953\" title=\"SSLPV_Lucy\" src=\"http:\/\/viscomp.alexandra.dk\/wp-content\/uploads\/2011\/05\/Lucy.png\" alt=\"\" width=\"340\" height=\"594\" \/><\/a><\/div>\n<p><strong>Abstract:<\/strong><\/p>\n<div style=\"text-align: justify;\">This paper presents the Subsurface Light Propagation Volume (SSLPV) method for real-time approximation of subsurface scattering effects in dynamic scenes with changing mesh topology and lighting. SSLPV extends the Light Propagation Volume (LPV) technique for indirect illumination in video games. We introduce a new consistent method for injecting flux from point light sources into an LPV grid, a new rendering method which consistently converts light intensity stored in an LPV grid into incident radiance, as well as a model for light scattering and absorption inside heterogeneous materials. Our scheme does not require any precomputation and handles arbitrarily deforming meshes. We show that SSLPV provides visually pleasing results in real-time at the expense of a few milliseconds of added rendering time.<\/div>\n<p><strong>Paper:<\/strong><br \/>\n<a href=\"http:\/\/viscomp.alexandra.dk\/wp-content\/uploads\/2011\/06\/SSLPV_preprint.pdf\">Preprint<\/a><\/p>\n<p><strong>Video:<\/strong><br \/>\n<a href=\"http:\/\/viscomp.alexandra.dk\/wp-content\/uploads\/2011\/06\/SSLPV_final.mov\">Download Video<\/a><br \/>\n<iframe loading=\"lazy\" src=\"https:\/\/player.vimeo.com\/video\/24713324\" width=\"640\" height=\"360\" frameborder=\"0\" title=\"SSLPV Video\" webkitallowfullscreen mozallowfullscreen allowfullscreen><\/iframe><\/p>\n<p><strong>Code:<\/strong><br \/>\n<a href=\"http:\/\/viscomp.alexandra.dk\/wp-content\/uploads\/2011\/06\/SSLPV.zip\">Demo + GLSL shaders<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Jesper B\u00f8rlum Brian Bunch Christensen Thomas Kim Kjeldsen Peter Trier Mikkelsen Karsten \u00d8stergaard Noe Jens Rimestad Jesper Mosegaard Alexandra Institute Abstract: This paper presents the Subsurface Light Propagation Volume (SSLPV) method for real-time approximation of subsurface scattering effects in dynamic scenes with changing mesh topology and lighting. SSLPV extends the Light Propagation Volume (LPV) technique for indirect illumination in video games. We introduce a new consistent method for injecting flux from point light sources into an LPV grid, a new rendering method which consistently converts light intensity stored in an LPV grid into incident radiance, as well as a model for light scattering and absorption inside heterogeneous materials. Our scheme does not require any precomputation and handles arbitrarily deforming meshes. We show that SSLPV provides visually pleasing results in real-time at the expense of a few milliseconds of added rendering time. Paper: Preprint Video: Download Video Code: Demo + GLSL shaders<\/p>\n","protected":false},"author":1,"featured_media":0,"parent":895,"menu_order":0,"comment_status":"open","ping_status":"open","template":"","meta":[],"_links":{"self":[{"href":"https:\/\/viscomp.alexandra.dk\/index.php?rest_route=\/wp\/v2\/pages\/909"}],"collection":[{"href":"https:\/\/viscomp.alexandra.dk\/index.php?rest_route=\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/viscomp.alexandra.dk\/index.php?rest_route=\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/viscomp.alexandra.dk\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/viscomp.alexandra.dk\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=909"}],"version-history":[{"count":2,"href":"https:\/\/viscomp.alexandra.dk\/index.php?rest_route=\/wp\/v2\/pages\/909\/revisions"}],"predecessor-version":[{"id":4037,"href":"https:\/\/viscomp.alexandra.dk\/index.php?rest_route=\/wp\/v2\/pages\/909\/revisions\/4037"}],"up":[{"embeddable":true,"href":"https:\/\/viscomp.alexandra.dk\/index.php?rest_route=\/wp\/v2\/pages\/895"}],"wp:attachment":[{"href":"https:\/\/viscomp.alexandra.dk\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=909"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}