Fast Realtime Subsurface Scattering Skin Rendering
2008-05-08 13:36
429 查看
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. VTF allows sampling textures at the vertex processing stage.
This demo runs at the window size of 1024*768, and the 4x Anti-aliasing mode of the video card is open. The stable FPS is about 60. Because all data required in the Subsurface Scattering computation are calculated in the fly, this algorithm allows for the Subsurface Scattering rendering on arbitrary animated meshes in real-time(also allows for the animation of the light source and viewpoint).
Some screenshots:
This demo runs at the window size of 1024*768, and the 4x Anti-aliasing mode of the video card is open. The stable FPS is about 60. Because all data required in the Subsurface Scattering computation are calculated in the fly, this algorithm allows for the Subsurface Scattering rendering on arbitrary animated meshes in real-time(also allows for the animation of the light source and viewpoint).
Some screenshots:
相关文章推荐
- Realtime Subsurface Scattering Skin Rendering On the GPU 视频
- Realtime Subsurface Scattering Skin Rendering On the GPU 演示视频
- Fast Realtime Subsurface Scattering Skin Rendering
- Unity3d 屏幕空间人体皮肤知觉渲染&次表面散射Screen-Space Perceptual Rendering & Subsurface Scattering of Human Skin
- [置顶] Unity3d 屏幕空间人体皮肤知觉渲染&次表面散射Screen-Space Perceptual Rendering & Subsurface Scattering of Human Skin
- unity3d Human skin real time rendering plus 真实模拟人皮实时渲染 plus篇
- Fast Subsurface Scattering
- unity3d Human skin real time rendering 真实模拟人皮实时渲染
- unity3d Human skin real time rendering plus 真实模拟人皮实时渲染 plus篇
- unity3d Human skin real time rendering 真实模拟人皮实时渲染
- Real-Time Rendering (4) - 基于图像的绘制(Image-Based Effects)
- 【《Real-Time Rendering 3rd》 提炼总结】(一) 全书知识点总览
- 【Real-Time Rendering 3rd】其之三,GPU (渣翻)
- Realtime Rendering 3rd笔记 4
- Real-Time Rendering 翻译 2.渲染管线
- CH2 The Graphics Rendering Pipeline —— Real-time Rendering
- 【《Real-Time Rendering 3rd》 提炼总结】(四) 第五章 · 图形渲染与视觉外观
- 【《Real-Time Rendering 3rd》 提炼总结】(五) 第六章 · 纹理贴图及相关技术 The Texturing
- Unity3d shader之次表面散射(Subsurface Scattering)
- Real Time Rendering 2