Subsurface scattering
Hello everyone, and welcome to the final blog post of my advanced ray tracing course journey! In this project, I worked on implementing the subsurface scattering (SSS) algorithm described in Jensen’s 2001 paper titled “A Practical Model for Subsurface Light Transport.” [1] I must say that this has been one of the most challenging papers I have encountered so far, as it contains extensive mathematical theories on how to render translucent materials. Dragon Scene rendered with Subsurface Scattering (SSS) Introduction Jensen's paper introduces a method for approximating subsurface scattering using a bidirectional surface scattering distribution function ( BSSRDF ). [1] Subsurface scattering is essential for rendering translucent materials realistically because many materials, like skin, are somewhat translucent in real life. Without this effect, objects may appear completely opaque and unnatural. Subsurface scattering models how light enters a surface, scatters inside the material (o...