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Subsurface scattering - Wikipedia
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Unsourced material may be challenged and removed.<br /><small><span class="plainlinks"><i>Find sources:</i> <a rel="nofollow" class="external text" href="https://www.google.com/search?as_eq=wikipedia&q=%22Subsurface+scattering%22">"Subsurface scattering"</a> – <a rel="nofollow" class="external text" href="https://www.google.com/search?tbm=nws&q=%22Subsurface+scattering%22+-wikipedia&tbs=ar:1">news</a> <b>·</b> <a rel="nofollow" class="external text" href="https://www.google.com/search?&q=%22Subsurface+scattering%22&tbs=bkt:s&tbm=bks">newspapers</a> <b>·</b> <a rel="nofollow" class="external text" href="https://www.google.com/search?tbs=bks:1&q=%22Subsurface+scattering%22+-wikipedia">books</a> <b>·</b> <a rel="nofollow" class="external text" href="https://scholar.google.com/scholar?q=%22Subsurface+scattering%22">scholar</a> <b>·</b> <a rel="nofollow" class="external text" href="https://www.jstor.org/action/doBasicSearch?Query=%22Subsurface+scattering%22&acc=on&wc=on">JSTOR</a></span></small></span> <span class="date-container"><i>(<span class="date">October 2017</span>)</i></span><span class="hide-when-compact"><i> (<small><a href="/wiki/Help:Maintenance_template_removal" title="Help:Maintenance template removal">Learn how and when to remove this message</a></small>)</i></span></div></td></tr></tbody></table> <figure class="mw-default-size" typeof="mw:File/Thumb"><a href="/wiki/File:Skin_Subsurface_Scattering.jpg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/5/50/Skin_Subsurface_Scattering.jpg/220px-Skin_Subsurface_Scattering.jpg" decoding="async" width="220" height="179" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/5/50/Skin_Subsurface_Scattering.jpg/330px-Skin_Subsurface_Scattering.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/5/50/Skin_Subsurface_Scattering.jpg/440px-Skin_Subsurface_Scattering.jpg 2x" data-file-width="2040" data-file-height="1656" /></a><figcaption>Real-world subsurface scattering of light in a photograph of a human hand</figcaption></figure> <figure class="mw-default-size" typeof="mw:File/Thumb"><a href="/wiki/File:Subsurface_scattering.png" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/0/0b/Subsurface_scattering.png/220px-Subsurface_scattering.png" decoding="async" width="220" height="220" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/0/0b/Subsurface_scattering.png/330px-Subsurface_scattering.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/0/0b/Subsurface_scattering.png/440px-Subsurface_scattering.png 2x" data-file-width="1000" data-file-height="1000" /></a><figcaption>Computer-generated subsurface scattering in <a href="/wiki/Blender_(software)" title="Blender (software)">Blender</a></figcaption></figure> <p><b>Subsurface scattering</b> (<b>SSS</b>), also known as <b>subsurface light transport</b> (<b>SSLT</b>),<sup id="cite_ref-1" class="reference"><a href="#cite_note-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup> is a mechanism of <a href="/wiki/Light" title="Light">light</a> transport in which light that penetrates the surface of a <a href="/wiki/Translucent" class="mw-redirect" title="Translucent">translucent</a> object is <a href="/wiki/Scattering" title="Scattering">scattered</a> by interacting with the <a href="/w/index.php?title=Material_(computer_graphics)&action=edit&redlink=1" class="new" title="Material (computer graphics) (page does not exist)">material</a> and exits the surface potentially at a different point. Light generally penetrates the surface and gets scattered a number of times at irregular angles inside the material before passing back out of the material <a href="/wiki/Diffuse_reflection" title="Diffuse reflection">at a different angle</a> than it would have had if it had been <a href="/wiki/Specular_reflection" title="Specular reflection">reflected <i>directly</i></a> off the surface. </p><p>Subsurface scattering is important for realistic <a href="/wiki/3D_computer_graphics" title="3D computer graphics">3D computer graphics</a>, being necessary for the rendering of materials such as <a href="/wiki/Marble" title="Marble">marble</a>, <a href="/wiki/Skin" title="Skin">skin</a>, <a href="/wiki/Leaf" title="Leaf">leaves</a>, <a href="/wiki/Wax" title="Wax">wax</a> and <a href="/wiki/Milk" title="Milk">milk</a>. If subsurface scattering is not implemented, the material may look unnatural, like plastic or metal. </p> <meta property="mw:PageProp/toc" /> <div class="mw-heading mw-heading2"><h2 id="Rendering_techniques">Rendering techniques</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Subsurface_scattering&action=edit&section=1" title="Edit section: Rendering techniques"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <figure class="mw-default-size" typeof="mw:File/Thumb"><a href="/wiki/File:ShellOpticalDescattering.png" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/7/7e/ShellOpticalDescattering.png/290px-ShellOpticalDescattering.png" decoding="async" width="290" height="107" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/7/7e/ShellOpticalDescattering.png/435px-ShellOpticalDescattering.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/7/7e/ShellOpticalDescattering.png/580px-ShellOpticalDescattering.png 2x" data-file-width="1167" data-file-height="432" /></a><figcaption>Direct surface scattering (left) plus subsurface scattering (middle) creates the final image on the right.</figcaption></figure> <p>To improve rendering efficiency, many <a href="/wiki/Real-time_computer_graphics" title="Real-time computer graphics">real-time computer graphics</a> algorithms only compute the reflectance at the *surface* of an object. In reality, many materials are slightly translucent: light enters the surface; is absorbed, scattered and re-emitted –  potentially at a different point. Skin is a good case in point; only about 6% of reflectance is direct, 94% is from subsurface scattering.<sup id="cite_ref-Krishnaswamy_2-0" class="reference"><a href="#cite_note-Krishnaswamy-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup> An inherent property of semitransparent materials is absorption. The further through the material light travels, the greater the proportion absorbed. To simulate this effect, a measure of the distance the light has traveled through the material must be obtained. </p> <div class="mw-heading mw-heading3"><h3 id="Random_walk_SSS">Random walk SSS</h3><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Subsurface_scattering&action=edit&section=2" title="Edit section: Random walk SSS"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <figure class="mw-default-size" typeof="mw:File/Thumb"><a href="/wiki/File:SSS-DragonOrangeLight-00.png" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/a/af/SSS-DragonOrangeLight-00.png/220px-SSS-DragonOrangeLight-00.png" decoding="async" width="220" height="133" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/a/af/SSS-DragonOrangeLight-00.png/330px-SSS-DragonOrangeLight-00.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/a/af/SSS-DragonOrangeLight-00.png/440px-SSS-DragonOrangeLight-00.png 2x" data-file-width="1667" data-file-height="1010" /></a><figcaption>Random walk SSS in Equinox3D's path-tracer.</figcaption></figure> <figure class="mw-default-size" typeof="mw:File/Thumb"><a href="/wiki/File:SSS-DragonBluePlastic-00.png" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/9/9b/SSS-DragonBluePlastic-00.png/220px-SSS-DragonBluePlastic-00.png" decoding="async" width="220" height="133" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/9/9b/SSS-DragonBluePlastic-00.png/330px-SSS-DragonBluePlastic-00.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/9/9b/SSS-DragonBluePlastic-00.png/440px-SSS-DragonBluePlastic-00.png 2x" data-file-width="1667" data-file-height="1010" /></a><figcaption>Random walk SSS + PBR surface reflection in Equinox3D's path-tracer.</figcaption></figure> <p>Published by Pixar, this technique is considered the state of the art. Usually integrated into a path-tracer. It essentially simulates what happens to real photons by tracing a light path into the material, generating new paths using a lambertian distribution around the inverted normal, then picking new directions at multiple steps to scatter the light path further, hence the name "random walk". Isotropic scattering is simulated by picking random directions evenly along a sphere. Anisotropic scattering is simulated usually by using the Henyey-Greenstein phase function. For example, human skin has anisotropic scattering. Optical depth / absorption is applied based on the length of the paths, using the Beer-Lambert law. Paths may be terminated inside the material when they reach a contribution minimum threshold or a maximum iteration count. When a path (ray) hits the surface again, it is used for gathering radiance from the scene, weighted by a lambertian distribution, as in a traditional path-tracer. This technique is intuitive and it is robust against thin geometry etc. </p> <div class="mw-heading mw-heading3"><h3 id="Depth_Map_based_SSS">Depth Map based SSS</h3><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Subsurface_scattering&action=edit&section=3" title="Edit section: Depth Map based SSS"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <figure class="mw-default-size" typeof="mw:File/Thumb"><a href="/wiki/File:Sub-surface_scattering_depth_map.svg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/7/7a/Sub-surface_scattering_depth_map.svg/220px-Sub-surface_scattering_depth_map.svg.png" decoding="async" width="220" height="117" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/7/7a/Sub-surface_scattering_depth_map.svg/330px-Sub-surface_scattering_depth_map.svg.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/7/7a/Sub-surface_scattering_depth_map.svg/440px-Sub-surface_scattering_depth_map.svg.png 2x" data-file-width="215" data-file-height="114" /></a><figcaption>Depth estimation using depth maps</figcaption></figure> <p>One method of estimating this distance is to use depth maps,<sup id="cite_ref-Green_3-0" class="reference"><a href="#cite_note-Green-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup> in a manner similar to <a href="/wiki/Shadow_mapping" title="Shadow mapping">shadow mapping</a>. The scene is rendered from the light's point of view into a depth map, so that the distance to the nearest surface is stored. The <a href="/wiki/Depth_map" title="Depth map">depth map</a> is then projected onto it using standard <a href="/wiki/Projective_texture_mapping" title="Projective texture mapping">projective texture mapping</a> and the scene re-rendered. In this pass, when shading a given point, the distance from the light at the point the ray entered the surface can be obtained by a simple texture lookup. By subtracting this value from the point the ray exited the object we can gather an estimate of the distance the light has traveled through the object.<sup class="noprint Inline-Template Template-Fact" style="white-space:nowrap;">[<i><a href="/wiki/Wikipedia:Citation_needed" title="Wikipedia:Citation needed"><span title="This claim needs references to reliable sources. (October 2017)">citation needed</span></a></i>]</sup> </p><p>The measure of distance obtained by this method can be used in several ways. One such way is to use it to index directly into an artist created 1D texture that falls off exponentially with distance. This approach, combined with other more traditional lighting models, allows the creation of different materials such as <a href="/wiki/Marble" title="Marble">marble</a>, <a href="/wiki/Jade" title="Jade">jade</a> and <a href="/wiki/Wax" title="Wax">wax</a>.<sup class="noprint Inline-Template Template-Fact" style="white-space:nowrap;">[<i><a href="/wiki/Wikipedia:Citation_needed" title="Wikipedia:Citation needed"><span title="This claim needs references to reliable sources. (October 2017)">citation needed</span></a></i>]</sup> </p><p>Potentially, problems can arise if models are not convex, but <a href="/wiki/Depth_peeling" title="Depth peeling">depth peeling</a><sup id="cite_ref-Nagy_4-0" class="reference"><a href="#cite_note-Nagy-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup> can be used to avoid the issue. Similarly, depth peeling can be used to account for varying densities beneath the surface, such as bone or muscle, to give a more accurate scattering model. </p><p>As can be seen in the image of the wax head to the right, light isn't diffused when passing through object using this technique; back features are clearly shown. One solution to this is to take multiple samples at different points on surface of the depth map. Alternatively, a different approach to approximation can be used, known as <a href="/wiki/Texture-space" class="mw-redirect" title="Texture-space">texture-space</a> diffusion.<sup class="noprint Inline-Template Template-Fact" style="white-space:nowrap;">[<i><a href="/wiki/Wikipedia:Citation_needed" title="Wikipedia:Citation needed"><span title="This claim needs references to reliable sources. (October 2017)">citation needed</span></a></i>]</sup> </p> <div class="mw-heading mw-heading3"><h3 id="Texture_space_diffusion">Texture space diffusion</h3><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Subsurface_scattering&action=edit&section=4" title="Edit section: Texture space diffusion"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p>As noted at the start of the section, one of the more obvious effects of subsurface scattering is a general blurring of the diffuse lighting. Rather than arbitrarily modifying the diffuse function, diffusion can be more accurately modeled by simulating it in <a href="/wiki/Texture_space" class="mw-redirect" title="Texture space">texture space</a>. This technique was pioneered in rendering faces in <i><a href="/wiki/The_Matrix_Reloaded" title="The Matrix Reloaded">The Matrix Reloaded</a></i>,<sup id="cite_ref-Borshukov_5-0" class="reference"><a href="#cite_note-Borshukov-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup> but is also used in the realm of real-time rendering techniques. </p><p>The method unwraps the mesh of an object using a vertex shader, first calculating the lighting based on the original vertex coordinates. The vertices are then remapped using the UV <a href="/wiki/Texture_mapping" title="Texture mapping">texture coordinates</a> as the screen position of the vertex, suitable transformed from the [0, 1] range of texture coordinates to the [-1, 1] range of normalized device coordinates. By lighting the unwrapped mesh in this manner, we obtain a 2D image representing the lighting on the object, which can then be processed and reapplied to the model as a <a href="/wiki/Light_map" class="mw-redirect" title="Light map">light map</a>. To simulate diffusion, the light map texture can simply be blurred. Rendering the lighting to a lower-resolution texture in itself provides a certain amount of blurring. The amount of blurring required to accurately model subsurface scattering in skin is still under active research, but performing only a single blur poorly models the true effects.<sup id="cite_ref-d’Eon_6-0" class="reference"><a href="#cite_note-d’Eon-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup> To emulate the wavelength dependent nature of diffusion, the samples used during the (Gaussian) blur can be weighted by channel. This is somewhat of an artistic process. For human skin, the broadest scattering is in red, then green, and blue has very little scattering.<sup class="noprint Inline-Template Template-Fact" style="white-space:nowrap;">[<i><a href="/wiki/Wikipedia:Citation_needed" title="Wikipedia:Citation needed"><span title="This claim needs references to reliable sources. (October 2017)">citation needed</span></a></i>]</sup> </p><p>A major benefit of this method is its independence of screen resolution; shading is performed only once per texel in the texture map, rather than for every pixel on the object. An obvious requirement is thus that the object have a good UV mapping, in that each point on the texture must map to only one point of the object. Additionally, the use of texture space diffusion provides one of the several factors that contribute to soft shadows, alleviating one cause of the realism deficiency of <a href="/wiki/Shadow_mapping" title="Shadow mapping">shadow mapping</a>.<sup class="noprint Inline-Template Template-Fact" style="white-space:nowrap;">[<i><a href="/wiki/Wikipedia:Citation_needed" title="Wikipedia:Citation needed"><span title="This claim needs references to reliable sources. (October 2017)">citation needed</span></a></i>]</sup> </p> <div class="mw-heading mw-heading2"><h2 id="See_also">See also</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Subsurface_scattering&action=edit&section=5" title="Edit section: See also"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <ul><li><a href="/wiki/Bidirectional_scattering_distribution_function" title="Bidirectional scattering distribution function">Bidirectional scattering distribution function</a></li></ul> <div class="mw-heading mw-heading2"><h2 id="References">References</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Subsurface_scattering&action=edit&section=6" title="Edit section: References"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <style data-mw-deduplicate="TemplateStyles:r1239543626">.mw-parser-output .reflist{margin-bottom:0.5em;list-style-type:decimal}@media screen{.mw-parser-output .reflist{font-size:90%}}.mw-parser-output .reflist .references{font-size:100%;margin-bottom:0;list-style-type:inherit}.mw-parser-output .reflist-columns-2{column-width:30em}.mw-parser-output .reflist-columns-3{column-width:25em}.mw-parser-output .reflist-columns{margin-top:0.3em}.mw-parser-output .reflist-columns ol{margin-top:0}.mw-parser-output .reflist-columns li{page-break-inside:avoid;break-inside:avoid-column}.mw-parser-output .reflist-upper-alpha{list-style-type:upper-alpha}.mw-parser-output .reflist-upper-roman{list-style-type:upper-roman}.mw-parser-output .reflist-lower-alpha{list-style-type:lower-alpha}.mw-parser-output .reflist-lower-greek{list-style-type:lower-greek}.mw-parser-output .reflist-lower-roman{list-style-type:lower-roman}</style><div class="reflist reflist-columns references-column-width reflist-columns-2"> <ol class="references"> <li id="cite_note-1"><span class="mw-cite-backlink"><b><a href="#cite_ref-1">^</a></b></span> <span class="reference-text"><style data-mw-deduplicate="TemplateStyles:r1238218222">.mw-parser-output cite.citation{font-style:inherit;word-wrap:break-word}.mw-parser-output .citation q{quotes:"\"""\"""'""'"}.mw-parser-output .citation:target{background-color:rgba(0,127,255,0.133)}.mw-parser-output .id-lock-free.id-lock-free a{background:url("//upload.wikimedia.org/wikipedia/commons/6/65/Lock-green.svg")right 0.1em center/9px no-repeat}.mw-parser-output .id-lock-limited.id-lock-limited a,.mw-parser-output .id-lock-registration.id-lock-registration a{background:url("//upload.wikimedia.org/wikipedia/commons/d/d6/Lock-gray-alt-2.svg")right 0.1em center/9px no-repeat}.mw-parser-output .id-lock-subscription.id-lock-subscription a{background:url("//upload.wikimedia.org/wikipedia/commons/a/aa/Lock-red-alt-2.svg")right 0.1em center/9px no-repeat}.mw-parser-output .cs1-ws-icon a{background:url("//upload.wikimedia.org/wikipedia/commons/4/4c/Wikisource-logo.svg")right 0.1em center/12px no-repeat}body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-free a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-limited a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-registration a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-subscription a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .cs1-ws-icon a{background-size:contain;padding:0 1em 0 0}.mw-parser-output .cs1-code{color:inherit;background:inherit;border:none;padding:inherit}.mw-parser-output .cs1-hidden-error{display:none;color:var(--color-error,#d33)}.mw-parser-output .cs1-visible-error{color:var(--color-error,#d33)}.mw-parser-output .cs1-maint{display:none;color:#085;margin-left:0.3em}.mw-parser-output .cs1-kern-left{padding-left:0.2em}.mw-parser-output .cs1-kern-right{padding-right:0.2em}.mw-parser-output .citation .mw-selflink{font-weight:inherit}@media screen{.mw-parser-output .cs1-format{font-size:95%}html.skin-theme-clientpref-night .mw-parser-output .cs1-maint{color:#18911f}}@media screen and (prefers-color-scheme:dark){html.skin-theme-clientpref-os .mw-parser-output .cs1-maint{color:#18911f}}</style><cite class="citation web cs1"><a rel="nofollow" class="external text" href="http://wiki.povray.org/content/Reference:Finish#Subsurface_Light_Transport">"Finish: Subsurface Light Transport"</a>. <i><a href="/wiki/POV-Ray" title="POV-Ray">POV-Ray wiki</a></i>. August 8, 2012.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=POV-Ray+wiki&rft.atitle=Finish%3A+Subsurface+Light+Transport&rft.date=2012-08-08&rft_id=http%3A%2F%2Fwiki.povray.org%2Fcontent%2FReference%3AFinish%23Subsurface_Light_Transport&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASubsurface+scattering" class="Z3988"></span></span> </li> <li id="cite_note-Krishnaswamy-2"><span class="mw-cite-backlink"><b><a href="#cite_ref-Krishnaswamy_2-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFKrishnaswamyBaronoski2004" class="citation journal cs1">Krishnaswamy, A; Baronoski, GVG (2004). <a rel="nofollow" class="external text" href="http://eg04.inrialpes.fr/Programme/Papers/PDF/paper1189.pdf">"A Biophysically-based Spectral Model of Light Interaction with Human Skin"</a> <span class="cs1-format">(PDF)</span>. <i>Computer Graphics Forum</i>. <b>23</b> (3). 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"Real-time Approximations to Subsurface Scattering". <i>GPU Gems</i>. 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