Research Interests

Subsurface Scattering and Rendering Translucent Materials
Many everyday materials, such as marble, skin, leaves, minerals and wood have a distinctive appearance that is due entirely to scattering of light within the subsurface of the material rather than from the surface itself. Capturing the delicate, rich and subtly important features produced by this subsurface scattering strains many rendering algorithms since they must compute the many individual interactions of the light with the material. My research seeks more efficient algorithms that reduce rendering cost by carefully isolating what subsurface interactions that contribute to visible features in the image and that use aggregate representations of the light distribution which capture smooth properties cheaply while preserving high-frequency detail. My most recent work applies these methods to the difficult problem of rendering heterogeneous subsurface scattering.
Scalable Rendering Algorithms
Though my recent work is focused specifically on translucent materials, my research focus has been on the broader problem of scalable rendering. Lighting, geometry and material models are rapidly increasing in detail and complexity. Scalable rendering decouples the cost of rendering an image from the complexity of the representation of the scene. By using intelligent hierarchical models of the light distribution and by exploiting limitations in the human vision system, scalable rendering algorithms can efficiently render images of scenes containing complex global illumination effects for large scenes with millions of polygons and even if the scene contains complex non-trivial subsurface scattering properties.


Sub-surface Lightcuts Scalable and Heterogeneous Rendering of Subsurface Scattering Materials
Adam Arbree
Ph.D. Thesis, August 2009

Graduate Publications

Sub-surface Lightcuts Heterogeneous Subsurface Scattering Using the Finite Element Method
Adam Arbree, Bruce Walter and Kavita Bala
Transactions on Visualization and Computer Graphics '11
Supplemental Technical Report
Sub-surface Lightcuts Radiative Transfer Framework for Rendering Materials
with Anisotropic Structure

Wenzel Jacob, Adam Arbree, Jon Moon, Kavita Bala and Steve Marschner
Sub-surface Lightcuts Single-pass Scalable Subsurface Rendering with Lightcuts
Adam Arbree, Bruce Walter and Kavita Bala
Eurographics '08
2nd place in the Guenther Enderle Award for Best Student Paper
Multidimensional Lightcuts Multidimensional Lightcuts
Bruce Walter, Adam Arbree, Kavita Bala and Donald P. Greenberg
Lightcuts Lightcuts: a scalable approach to illumination
Bruce Walter, Sebastian Fernandez, Adam Arbree,
Kavita Bala, Mike Donikian and Donald P. Greenberg
Wood Model Measuring and Modeling the Appearance of Finished Wood
Stephen R. Marschner, Stephen H. Westin, Adam Arbree and Jonathan T. Moon
Pre-processing Environment Maps Pre-processing Environment Maps
for Dynamic Hardware Shadows

Adam Arbree, Bruce Walter and Kavita Bala
Technical Report TR2005-1998 Cornell CS Dept. July 2005

Undergraduate Publications

Solution Space Navigation for Geometric Constraint Systems
Meera Sitharam, Adam Arbree, Yong Zhou, Naganandhini Kohareswaran
ACM Transactions on Graphics, 25(2), 2006
Geometric Constraints Within Feature Hierarchies
Meera Sitharam, Jianjun Oung, Yong Zhou, Adam Arbree
Computer Aided Design, 38(1), 2006
FRONTIER: Fully Enabling Geometric Constraints
for Feature-based Modeling and Assembly

Jianjun. Oung, Meera. Sitharam, Brandon Moro and Adam Arbree
Proceedings of 2001 ACM Solid Modeling Symposium