@article {17899,
	title = {Real-time rendering of translucent meshes},
	journal = {ACM Trans. Graph.},
	volume = {23},
	year = {2004},
	month = {2004/04//},
	pages = {120 - 142},
	abstract = {Subsurface scattering is important for photo-realistic rendering of translucent materials. We make approximations to the BSSRDF model and propose a simple lighting model to simulate the effects on translucent meshes. Our approximations are based on the observation that subsurface scattering is relatively local due to its exponential falloff.In the preprocessing stage we build subsurface scattering neighborhood information, which includes all the vertices within effective scattering range from each vertex. We then modify the traditional local illumination model into a run-time two-stage process. The first stage involves computation of reflection and transmission of light on surface vertices. The second stage bleeds in scattering effects from a vertex{\textquoteright}s neighborhood to generate the final result. We then merge the run-time two-stage process into a run-time single-stage process using precomputed integrals, and reduce the complexity of our run-time algorithm to O(N), where N is the number of vertices. The selection of the optimum set size for precomputed integrals is guided by a standard imagespace error-metric. Furthermore, we show how to compress the precomputed integrals using spherical harmonics. We compensate for the inadequacy of spherical harmonics for storing high frequency components by a reference points scheme to store high frequency components of the precomputed integrals explicitly. With this approach, we greatly reduce memory usage without loss of visual quality under a high-frequency lighting environment and achieve interactive frame rates for medium-sized scenes. Our model is able to capture the most important features of subsurface scattering: reflection and transmission due to multiple scattering.},
	keywords = {BSSRDF, local illumination, reflection models, subsurface scattering},
	isbn = {0730-0301},
	doi = {10.1145/990002.990004},
	url = {http://doi.acm.org/10.1145/990002.990004},
	author = {Hao,Xuejun and Varshney, Amitabh}
}
@conference {17939,
	title = {Interactive subsurface scattering for translucent meshes},
	booktitle = {Proceedings of the 2003 symposium on Interactive 3D graphics},
	series = {I3D {\textquoteright}03},
	year = {2003},
	month = {2003///},
	pages = {75 - 82},
	publisher = {ACM},
	organization = {ACM},
	address = {New York, NY, USA},
	abstract = {We propose a simple lighting model to incorporate subsurface scattering effects within the local illumination framework. Subsurface scattering is relatively local due to its exponential falloff and has little effect on the appearance of neighboring objects. These observations have motivated us to approximate the BSSRDF model and to model subsurface scattering effects by using only local illumination. Our model is able to capture the most important features of subsurface scattering: reflection and transmission due to multiple scattering.In our approach we build the neighborhood information as a preprocess and modify the traditional local illumination model into a run-time two-stage process. In the first stage we compute the reflection and transmission of light on the surface. The second stage involves bleeding the scattering effects from a vertex{\textquoteright}s neighborhood to produce the final result. We then show how to merge the run-time two-stage process into a run-time single-stage process using precomputed integral. The complexity of our run-time algorithm is O(N), where N is the number of vertices. Using this approach, we achieve interactive frame rates with about one to two orders of magnitude speedup compared with the state-of-the-art methods.},
	keywords = {BSSRDF, local illumination, reflection models, subsurface scattering},
	isbn = {1-58113-645-5},
	doi = {10.1145/641480.641497},
	url = {http://doi.acm.org/10.1145/641480.641497},
	author = {Hao,Xuejun and Baby,Thomas and Varshney, Amitabh}
}
