@MASTERSTHESIS\{IMM2014-06816, author = "A. D. Corso", title = "Real-Time Rendering of Translucent Materials with Directional Subsurface Scattering", year = "2014", school = "Technical University of Denmark, Department of Applied Mathematics and Computer Science", address = "Richard Petersens Plads, Building 324, {DK-}2800 Kgs. Lyngby, Denmark, compute@compute.dtu.dk", type = "", note = "{DTU} supervisor: Jeppe Revall Frisvad, jerf@dtu.dk, {DTU} Compute", url = "http://www.compute.dtu.dk/English.aspx", abstract = "The goal of this thesis is to provide a fast rendering technique to render translucent materials. The method we developed has low memory requirements, does not require a mesh {UV} mapping and requires little or not pre-processing. The method is well suited for real-time rendering applications such as computer games and digital interactive visualization. We will employ new {BSSRDF} analytical model that considers the directionality of the incoming light into account. This additional parameter introduces some interesting challenges that are not easily dealt with by previous approaches. The result is built by using a special sampling pattern based on the optical properties of the material. Our method incrementally builds the result over a certain number of frames, rendering the model from different directions and storing it in a texture. The texture is then sampled using shadow mapping in order to obtain the final rendering. Using this approach, we obtained real-time results of 30 {FPS} for complex models of the magnitude normally employed in the computer game industry (104 triangles). The results we generate are close in appearance to a path traced solution. Our method then provides a fast and robust way to account for the direction of the incoming light in the computation, providing a more realistic results that the ones reachable with previous analytical models." }