5S-Screen Space Perceptual Rendering of Human Skin
5S-Screen Space Perceptual Rendering of Human Skin
5S-Screen Space Perceptual Rendering of Human Skin
of Human Skin
Jorge Jimenez, Veronica Sundstedt and Diego Gutiérrez
The problem of skin rendering
BRDF vs. BSSRDF
Index
What is subsurface scattering and why it is
important
Texture-space approach
Our screen-space approach
Perceptual validation
Results
Future work
Diffusion profiles
A diffusion profile R is a function that defines how the light
attenuates as it travels beneath the surface of an object.
[EON07]
Diffusion profiles
DIPOLE (JENSEN01) MULTIPOLE (DONNER05)
Irradiance maps
Applying a diffusion profile implies calculating the
irradiance at incident and adjacent points, this
implies repeating calculations.
[EON07]
Texture-space approach problems
Backface culling and viewport clipping optimizations lost
Irradiance map size needs to be managed
Early-Z rejection optimization lost
Each subject to be rendered requires her own irradiance
map
The irradiance map forces the transformation of the
model vertices twice
Lighting is usually calculated twice
Seams in texture space cause artifacts in screen space