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9.7. Global Subsurface Scattering 403
ing, light traveling through the material also undergoes absorption. The
absorption obeys an exponential decay law with respect to the total travel
distance through the material (see Section 9.4). Scattering behaves simi-
larly. The probability of the light not being scattered obeys an exponential
decay law with distance.
The absorption decay constants are often spectrally variant (have differ-
ent values for R, G, and B). In contrast, the scattering probability constants
usually do not have a strong dependence on wavelength. That said, in cer-
tain cases, the discontinuities causing the scattering are on the order of a
light wavelength or smaller. In these circumstances, the scattering proba-
bility does have a significant dependence on wavelength. Scattering from
individual air molecules is an example. Blue light is scattered more than
red light, which causes the blue color of the daytime sky. A similar effect
causes the blue colors often found in bird feathers.
One important factor that distinguishes the various light paths shown
in Figure 9.54 is the number of scattering events. For some paths, the light
leaves the material after being scattered once; for others, the light is scat-
tered twice, three times, or more. Scattering paths are commonly grouped
into single scattering and multiple scattering paths. Different rendering
techniques are often used for each group.
9.7.2 Wrap Lighting
For many solid materials, the distances between scattering events are short
enough that single scattering can be approximated via a BRDF. Also, for
some materials, single scattering is a relatively weak part of the total scat-
tering effect, and multiple scattering predominates—skin is a notable ex-
ample. For these reasons, many subsurface scattering rendering techniques
focus on simulating multiple scattering.
Perhaps the simplest of these is wrap lighting [139]. Wrap lighting was
discussed on page 294 as an approximation of area light sources. When
used to approximate subsurface scattering, it can be useful to add a color
shift [447]. This accounts for the partial absorption of light traveling
through the material. For example, when rendering skin, a red color shift
could be used.
When used in this way, wrap lighting attempts to model the effect of
multiple scattering on the shading of curved surfaces. The “leakage” of light
from adjacent points into the currently shaded point softens the transition
area from light to dark where the surface curves away from the light source.
Kolchin [683] points out that this effect depends on surface curvature, and
he derives a physically based version. Although the derived expression is
somewhat expensive to evaluate, the ideas behind it are useful.