We provide a fast rendering technique to render translucent materials, like fruit, marble and skin. The method we developed has low memory requirements, does not require UV mapping and little or not pre-processing. We will employ new BSSRDF analytical model that considers the directionality of the incoming light into account. Using this approach, we obtain real-time results of 30 FPS for complex models of the magnitude normally employed in the computer game industry

Real-Time Rendering of Translucent Material with Directional Subsurface Scattering

Dal Corso, Alessandro
2014/2015

Abstract

We provide a fast rendering technique to render translucent materials, like fruit, marble and skin. The method we developed has low memory requirements, does not require UV mapping and little or not pre-processing. We will employ new BSSRDF analytical model that considers the directionality of the incoming light into account. Using this approach, we obtain real-time results of 30 FPS for complex models of the magnitude normally employed in the computer game industry
2014-07-14
subsurface scattering rendering real-time graphics
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.12608/18548