Document Type
Honors Paper
Abstract
The light reflection of many materials, including skin, milk, and marble, are not dominated by direct reflection, but rather by the subsurface scattering of light [1]. Most real-time computer graphics techniques, most notably Phong lighting, do not account for subsurface scattering of the diffuse reflectance term. Recently, however, Jorge Jiminez has produced an efficient technique involving only two screen-space blur passes which can achieve the effect of subsurface scattering in real time[3]. Jiminez’ implementation was in Microsoft’s DirectX, so this project is an attempt to implement his technique in OpenGL, which has free open-source implementations.
Date Accepted/Awarded
Spring 2013
Recommended Citation
Tetzlaff, Michael, "Separable Subsurface Scattering: An OpenGL Implementation" (2013). Honors Student Works. 9.
https://spark.bethel.edu/honors-works/9
Terms of Use and License Information
This work is licensed under a Creative Commons Attribution-NonCommercial-No Derivative Works 4.0 International License.