Really, it should happen in texture space, as that's the closest
you will get to integrating in the tangent plane. Ofcourse, this
won't work where there are texture discontinuities. In fact, it
would only really be correct if the mesh can be nicely unfolded
onto the sphere.
The best results I got when I compute an irradiance map from
the lightsource (a la Dachsbacher et al.) and use that=20
information to integrate against, as well as filtering in=20
image space. That way, you get light shining through thin=20
parts of the mesh. (You can also use this depth map to=20
compute the single scattering term, ofcourse).

Willem H. de Boer
Homepage: http://www.whdeboer.com=20
> Original Message
> From: gdalgorithmslistadmin@...=20
> [mailto:gdalgorithmslistadmin@...] On=20
> Behalf Of Rowan Wyborn
> Sent: Tuesday, May 31, 2005 1:27 AM
> To: gdalgorithmslist@...
> Subject: RE: [Algorithms] Subsurface scattering
>=20
> cool! Its nice to finally see an analytical derivation for=20
> such a hacky 'just works' algorithm :)
>=20
> One thing that wasnt clear to me was whether the application=20
> of the kernel was happening in texture space (ala traditional=20
> subsurface 'blur' approximation) or in image space or???
>=20
> > Original Message
> > From: Willem de Boer [mailto:wdeboer@...]
> > Sent: Friday, 27 May 2005 4:44 PM
> > To: gdalgorithmslist@...
> > Subject: [Algorithms] Subsurface scattering
> >=20
> >=20
> > Hi all.
> >=20
> > I've put up a draft of an article that describes how to simulate=20
> > sufficiently local multiplescattering (ie.,=20
> semitranslucent objects)=20
> > effects in realtime. Under some simplifying assumptions I show how=20
> > the full BSSRDF integral can be put into a much simpler=20
> form that is=20
> > simple enough to be evaluated quickly enough.
> >=20
> > The paper can be found here:
> > http://www.whdeboer.com/writings.html
> >=20
> > Remember, it's a draft. There's bits missing, but the gist of the=20
> > technique is there. The justification for the paper is that=20
> a lot of=20
> > people simulate multiple scattering by blurring. This paper=20
> shows that=20
> > blurring actually has theoretical grounding.
> >=20
> > Some screenshots can be found here:
> > http://www.whdeboer.com/misc.html
> >=20
> > I hope you like it. Enjoy!
> >=20
> > Cheers,
> > Willem
> >=20
> >=20
> >=20
> >=20
> > 
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> >=20
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