Information

Abstract

Subsurface Scattering is a physical phenomenon that appears in many materials but is most notable for human skin. Current research makes it possible to calculate the local scattering of light inside a translucent medium around the point of entry with a convolution of a separable filter in screen-space. This thesis tries to evaluate this technique by Jimenez et al. for stereoscopic rendering and how it can be implemented for the currently popular game engine Unity. Unity offers support for VR applications and allows the implementation of post-processing effects and other techniques that rely on shaders. The implemented Subsurface Scattering method is combined with an approach for translucency and a physically based specular model. In the developed application the effects can be observed with and without VR and important parameters can be changed by the user. The performance and visual quality are reviewed with respect to the viability of the effects in Unity, stereoscopic rendering and frame rate. The latter is especially important in VR applications to deliver a comfortable interactive experience.

Implementation https://drive.google.com/file/d/19cWkXh19uDCIa6Mcu3qy1UeIxYlOmjJA/view?usp=sharing

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BibTeX

@bachelorsthesis{Fischer-2018-sssvr,
  title =      "Subsurface Scattering in VR",
  author =     "Lukas Fischer",
  year =       "2018",
  abstract =   "Subsurface Scattering is a physical phenomenon that appears
               in many materials but is most notable for human skin.
               Current research makes it possible to calculate the local
               scattering of light inside a  translucent medium around the
               point of entry with a convolution of a separable filter in
               screen-space. This thesis tries to evaluate this technique
               by Jimenez et al. for stereoscopic rendering and how it can
               be implemented for the currently popular game engine Unity.
               Unity offers support for VR applications and allows the
               implementation of post-processing effects and other
               techniques that rely on shaders. The implemented Subsurface
               Scattering method is combined with an approach for
               translucency and a physically based specular model. In the
               developed application the effects can be observed with and
               without VR and important parameters can be changed by the
               user. The performance and visual quality are reviewed with
               respect to the viability of the effects in Unity,
               stereoscopic rendering and frame rate. The latter is
               especially important in VR applications to deliver a
               comfortable interactive experience.  Implementation
               https://drive.google.com/file/d/19cWkXh19uDCIa6Mcu3qy1UeIxYlOmjJA/view?usp=sharing
               ",
  month =      oct,
  address =    "Favoritenstrasse 9-11/186, A-1040 Vienna, Austria",
  school =     "Institute of Computer Graphics and Algorithms, Vienna
               University of Technology",
  keywords =   "subsurface scattering, virtual reality",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2018/Fischer-2018-sssvr/",
}