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Render subsurface scattering via convolution over vertices on the mesh.

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LeonKang130/DiscretizedDiffusion

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DiscretizedDiffusion

Render subsurface scattering via convolution over vertices on the mesh.

teaser1-dipole

teaser1-dipole

The method can be divided into three steps:

  • Gather influx around each vertex of the mesh using path tracing(or rasterization if no surface light is involved in the scene).
  • Transfer the influx buffer to OpenGL.
  • Use compute shader to do a $O(n^2)$ convolution over the mesh, transforming the influx into efflux.
  • Use the efflux(color) at each vertex to do fragment shading.

To use the repo, pass a json file as the first argument to config the scene. You may refer to scenes/*.json for examples of such configuration.

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Render subsurface scattering via convolution over vertices on the mesh.

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