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Subsurface scattering

Subsurface scattering is a physics topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Subsurface scattering rather than just read about it. In short: Subsurface scattering (SSS), also known as subsurface light transport (SSLT), is a mechanism of light transport in which light that penetrates the surface of a translucent object is scattered by interacting with the material 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 ou…

Subsurface scattering — main illustration
Subsurface scattering — illustration

Key takeaways

  • Subsurface scattering belongs to physics; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Subsurface scattering to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Subsurface scattering from memory before moving on to harder problems.

Reference excerpt

Subsurface scattering (SSS), also known as subsurface light transport (SSLT), is a mechanism of light transport in which light that penetrates the surface of a translucent object is scattered by interacting with the material 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 at a different angle than it would have had if it had been reflected directly off the surface. Subsurface scattering is important for realistic 3D computer graphics, being necessary for the rendering of materials such as marble, skin, leaves, wax and milk. If subsurface scattering is not implemented, the material may look unnatural, like plastic or metal.

Rendering techniques

To improve rendering efficiency, many real-time computer graphics 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. 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.

Random walk SSS

Published by Pixar, this technique is considered the state of the art, usually integrated into a path-tracing renderer. 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 is robust against thin geometry.

Depth Map based SSS

One method of estimating this distance is to use depth maps, in a manner similar to shadow mapping. 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 depth map is then projected onto it using standard projective texture mapping 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. 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 marble, jade and wax. Potentially, problems can arise if models are not convex, but depth peeling 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. 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 texture-space diffusion.

Texture space diffusion 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 texture space. This technique was pioneered in rendering faces in The Matrix Reloaded, but is also used in the realm of real-time rendering techniques. 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 texture coordinates 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 light map. 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. 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. 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 shadow mapping.

See also Bidirectional scattering distribution function

References

… excerpt ends here. Continue reading the full article.

Illustrations

Subsurface scattering: Real-world subsurface scattering of light in a photograph of a human hand
Real-world subsurface scattering of light in a photograph of a human hand
Subsurface scattering: Computer-generated subsurface scattering in Blender
Computer-generated subsurface scattering in Blender
Subsurface scattering: Direct surface scattering (left) plus subsurface scattering (middle) creates the final image on the right.
Direct surface scattering (left) plus subsurface scattering (middle) creates the final image on the right.
Subsurface scattering: Random walk SSS in Equinox3D's path-tracer
Random walk SSS in Equinox3D's path-tracer
Subsurface scattering: Random walk SSS + PBR surface reflection in Equinox3D's path-tracer
Random walk SSS + PBR surface reflection in Equinox3D's path-tracer

Worked examples

Example 1 — a first encounter with Subsurface scattering

Start with the simplest possible case. Write down what Subsurface scattering claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In physics, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Subsurface scattering before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Subsurface scattering ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Subsurface scattering

In research
Subsurface scattering appears in physics research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Subsurface scattering in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Subsurface scattering is common in secondary-school and first-year university syllabi. It links to neighbouring topics 3D rendering, Scattering, absorption and radiative transfer (optics), so understanding it makes those chapters shorter.
In everyday life
Look for Subsurface scattering outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

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How to study Subsurface scattering in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Subsurface scattering means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Subsurface scattering out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Subsurface scattering in simple terms?

Subsurface scattering (SSS), also known as subsurface light transport (SSLT), is a mechanism of light transport in which light that penetrates the surface of a translucent object is scattered by interacting with the material and exits the surface potentially at a different point. Light generally pe…

Why does Subsurface scattering matter?

Because it connects several physics ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Subsurface scattering?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Subsurface scattering.

Tags

  • 3D rendering
  • Scattering, absorption and radiative transfer (optics)

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