“…where ω i ∈ S 2 denotes an incident direction; ω t ∈ S 2 refers to a refracted direction; n ∈ S 2 denotes a surface normal; (e i , μ i , σ i ) refer to the parameters of incident light; (e {R,T } , μ {R,T } , σ {R,T } ) denote the parameters of reflected or transmitted light; α ∈ [0, 1] and η refer to the roughness parameter and relative refractive index on a boundary surface between layers, respectively. F GD ∞ represents an integral of the product of Fresnel term F , shadowingmasking function G, and NDF D. In the original method, Belcour [7] precomputed the F GD ∞ values while considering multiple scattering effects [11] and stored them in a lookup table. On the other hand, another implementation in Unity [10] ignored multiple scattering effects and approximated the integral using a simple product of F and G for a direction of perfect reflection or refraction.…”