Glint Rendering based on a Multiple-Scattering Patch BRDF.
Xavier ChermainFrédéric ClauxStéphane MérillouPublished in: Comput. Graph. Forum (2019)
Keyphrases
- multiple scattering
- subsurface scattering
- light source
- global illumination
- rough surfaces
- light transport
- image patches
- spatially varying
- real time rendering
- human skin
- ray tracing
- single image
- computer graphics
- surface normals
- structured light
- photorealistic
- d scene
- image synthesis
- surface patches
- shape from shading
- monte carlo
- shape recovery
- viewpoint