上一节我们介绍了3Ds MAX中的“子面散射”(SubSurface Scattering,简称SSS)的效果和原理,这种现象是由于材质内部散射光线的作用而形成的,即当光线进入之后在物体内部不断折射而形成的效果。这一节我们以前面的“琉璃”制作过程为例,来看看在Mental Ray材质 ...
The Department of Computer Engineering, Sejong University in Korea and ETH Zurich in Switzerland have recently introduced a novel and simple framework for rendering subsurface scattering on surfaces ...
Very quick tutorial. using Subsurface Scattering to simulate translucent materials that scatter light as it passes through. Thanks for watching ...
In computer graphics, a bidirectional reflectance distribution function (BRDF) is used to model light reflectance properties at a surface, and is defined as the ratio of the radiance (incident light) ...
This is my Realtime SSS skin Demo. It is using Translucent Shadow Maps(TSM) to calculate the Subsurface Scattering for every vertex, via the Vertex Texture Fetch(VTF) technology of Shader Model 3.0.
Welcome to the future. The skin rendering technology you see in these videos may soon become commonplace in videogames. Graphics artist Jorge Jimenez released an impressive real-time skin rendering ...
All products featured on WIRED are independently selected by our editors. However, we may receive compensation from retailers and/or from purchases of products through these links. Rendering skin in ...
Graphics researcher Jorge Jimenez has cracked the problem of rendering what he calls "ultra realistic skin" in real-time with consumer-level computer and graphics hardware. It's a breakthrough made ...