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Juan Buhler

dblp:43/4832 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2002
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Rendering · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
global illumination
0.012002
A rapid hierarchical rendering technique for translucent materials · ACM Trans. Graph. 2002
Rendering
subsurface scattering
0.012002
A rapid hierarchical rendering technique for translucent materials · ACM Trans. Graph. 2002
Rendering › subsurface scattering
translucent material rendering
0.012002
A rapid hierarchical rendering technique for translucent materials · ACM Trans. Graph. 2002

Methods — techniques the papers use, named apart from their topics

two-pass rendering · 0.0irradiance sampling · 0.0hierarchical integration · 0.0
YearPublicationVenuePosition
2002 A rapid hierarchical rendering technique for translucent materials
abstract
This paper introduces an efficient two-pass rendering technique for translucent materials. We decouple the computation of irradianceat the surface from the evaluation of scattering inside the material.This is done by splitting the evaluation into two passes, where the first pass consists of computing the irradiance at selected points on the surface. The second pass uses a rapid hierarchical integration technique to evaluate a diffusion approximation based on the irradiance samples. This approach is substantially faster than previous methods for rendering translucent materials, and it has the advantage that it integrates seamlessly with both scanline rendering and global illumination methods. We show several images and animations from our implementation that demonstrate that the approach is both fast and robust, making it suitable for rendering translucent materials in production.
Henrik Wann Jensen, Juan Buhler
ACM Trans. Graph.2