18152320. SUBSURFACE SCATTERING FOR REAL-TIME RENDERING APPLICATIONS simplified abstract (NVIDIA Corporation)

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SUBSURFACE SCATTERING FOR REAL-TIME RENDERING APPLICATIONS

Organization Name

NVIDIA Corporation

Inventor(s)

Tianyi Zhang of Santa Clara CA (US)

Blagovest Borislavov Taskov of Saratoga CA (US)

SUBSURFACE SCATTERING FOR REAL-TIME RENDERING APPLICATIONS - A simplified explanation of the abstract

This abstract first appeared for US patent application 18152320 titled 'SUBSURFACE SCATTERING FOR REAL-TIME RENDERING APPLICATIONS

The abstract describes a method for generating lighting samples for subsurface scattering of light in computer graphics.

  • Light transport simulation algorithms are used to generate an initial sample for subsurface scattering.
  • A target function is then used to improve the sample by determining the amount of energy transported to the surface from within the object.
  • The sample is resampled using the initial sample and the target function to update a reservoir of samples.
  • A resampled sample is selected and used as a lighting sample for the subsurface scattering.
  • The process can be iterated multiple times to determine the final lighting sample for the frame.
  • A backside lighting cache is used in ray tracing to determine lighting at the backside of the object.

Potential Applications: - Computer graphics rendering - Animation production - Virtual reality experiences

Problems Solved: - Efficient generation of lighting samples for subsurface scattering - Improved realism in computer-generated imagery

Benefits: - Enhanced visual quality in graphics rendering - Streamlined workflow for lighting simulation - Realistic lighting effects in virtual environments

Commercial Applications: Title: Advanced Lighting Simulation Technology for Computer Graphics Description: This technology can be used in industries such as animation, gaming, and virtual reality to enhance the visual quality of rendered scenes and improve the overall user experience.

Questions about the technology: 1. How does this method improve the realism of lighting in computer graphics? 2. What are the potential limitations of using this technique in real-time applications?


Original Abstract Submitted

Light transport simulation algorithms or techniques may be used to generate a sample for a subsurface scattering of light, then a target function may be used to improve the sample. The target function may correspond to an amount of energy transported to the surface from within the object. The sample may be resampled using the sample and the target function to update a reservoir of samples. A resampled sample may be selected and used as a lighting sample for the subsurface scattering. Rather than using the resampled sample, it may be used with the target function to again update the reservoir and select another resampled sample from the updated reservoir. This may be performed for any number of iterations to determine the lighting sample for the frame. A backside lighting cache may be used in the ray tracing to determine lighting at the backside of the object.