Rendering Multi-Layered Translucent Materials
For my project, I plan on extending pbrt to be able to handle subsurface scattering in multi-layered translucent materials such as leaves, paint, skin, or paper. As a final deliverable for my project, the photos below of plants in the courtyard of my apartment complex show what I hope my final rendering will be. As we have talked about in class, creating a realistic plant rendering is a very difficult process, so I hope that by implementing some recent papers on subsurface scattering, as well as extending upon them in the context of my project, I can attempt to create a realistic looking plant.
Since the papers I am drawing on for my project are fairly new, it will likely be technically challenging to implement the subsurface shading model, but because it is fairly new research, should also provide opportunity to try out and explore new ideas that will also present technical challenges. Due to the realism these models can produce though, it should come with a nice payoff in the final images.
Here are two images that will serve as models for what my final rendering will look like. The first image is a standard leaf, but has interesting features to model such as the veins. The second plant image contains an interesting pattern within the leaf that could also be fun to render. Based upon my findings with implementing a subsurface scattering model, I'll then probably decide on the final look of the leafs I'm looking to render.
Step 1: Get Up to Speed on Current Subsurface Scattering Approaches
Step 2: Implement Shading Model for Multilayered Translucent Materials
Step 3: Add Realism to Plant
your proposal should state the goal of your project, motivate why it is interesting, identify the key technical challenges you will face, and outline briefly your approach