So far I have implemented a texture controlled approximation of heterogeneous subsurface scattering. Now I am working on a more accurate Finite Element solution based on the phd work of Adam Arbree.
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My ray tracer can now load .ply models and uses kd-trees (TA-B traversal) for acceleration. I used the high res model of the Standford Bunny which has around 69,000 triangles. Without any form of acceleration, the render times are over 1 hour for the basic ray tracer.
Abstract:Many real world materials exhibit complex subsurface scattering of light. This internal light interaction creates the perception of translucency for the human visual system. Translucent materials and simulation of the subsurface scattering of light has become an expected necessity for generating warmth and realism in computer generated imagery. The light transport within heterogenous materials, such as marble, has proved challenging to model and render.
For Advanced Rendering I will be continuing work on my raytracer from CGII.