A practical model for subsurface light transport
By Henrik Wann Jensen, Steve Marschner, Marc Levoy, P. Hanrahan. International Conference on Computer Graphics and Interactive Techniques, 2001
1,101 citations recorded by the source corpus.
Subfields: Computer Graphics and Computer-Aided Design, Computer Vision and Pattern Recognition, Radiology, Nuclear Medicine and Imaging
View Paper: https://www.semanticscholar.org/paper/a05a933f549c9833d68d1fb813cdd3ca6bc863ef
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Graphics and Computer-Aided Design
- Matthias Nießner
- Jonathan T. Barron
- Christian Theobalt
- Michael Zollhöfer
- Ce Liu
- Justus Thies
- Andreas Geiger
- Marc Stamminger
In Computer Vision and Pattern Recognition
- Luc Van Gool
- Jitendra Malik
- Matthias Nießner
- Christian Theobalt
- Andrew Zisserman
- Ming-Hsuan Yang
- Andrea Vedaldi
- Trevor Darrell
In Radiology, Nuclear Medicine and Imaging
- Craig Donner
- Patrick Pérez
- Christian Theobalt
- Wojciech Matusik
- Jonathan T. Barron
- Henrik Wann Jensen
Citations in the corpus
- Precomputed Radiance Transfer for Real-Time Rendering in Dynamic, Low-Frequency Lighting Environments (2002, methodology): “In future work, we want to apply precomputed transfer to more sophisticated transport models, especially subsurface scattering [ 22 ].”
- Portrait shadow manipulation (2020, background): “…scatters beneath the surface of human skin before exiting, and the degree of that scattering is wavelength-dependent (Hanrahan and Krueger 1993; Jensen et al. 2001; Krish-naswamy and Baranoski 2004): blood vessels cause red light to scatter further that other wavelengths, causing a visible…”
- State of the Art on Monocular 3D Face Reconstruction, Tracking, and Applications (2018, background): “This is a stark oversimplification of reality, which ignores the specular lobe and subsurface effects [JMLH01,BL03], but makes the inverse reconstruction problem easier to tackle.”
- Crowdsourcing in Computer Vision (2016, neutral): “Computer graphics researchers have developed increasingly sophisticated and accurate physically based diffusion models from the simple dipole diffusion model [54] to the quantized diffusion [28] and photon beam dif-”
- Recognizing Materials Using Perceptually Inspired Features (2013, background): “Models of surface reflectance such as the bidirectional reflectance distribution function (BRDF) (Nicodemus 1965) and its variants (Dana et al. 1999; Jensen et al. 2001) are popular in computer graphics because they allow for convincing simulations of real-world materials [e.g., wood (Marschner et…”
- The Digital Emily project: photoreal facial modeling and animation (2009, neutral): “Final renderings achieved relatively convincing facial motion and lighting in a twoshot but less convincing facial reflectance; a significant problem was that no simulation of the skin’s translucency [Jensen et al. 2001] had been performed, the effects of which should have been readily apparent in t”
- Light diffusion in multi-layered translucent materials (2005, methodology): “Figure 8 shows a comparison between the multilayer model and the dipole model using the parameters provided in [Jensen et al. 2001].”
- Analysis of human faces using a measurement-based skin reflectance model (2006, methodology): “The advantage of our device over LDF or the measurement procedure in [Jensen et al. 2001] is that it can be safely used in faces.”
- A data-driven reflectance model (2003, background): “Some researchers [19] have tried to estimate the parameters of an analytic model.”