Abstract

Human skin is made up of multiple translucent layers and rendering of skin appearance usually acquire complex modeling and massive calculation. In some practical applications such as 3D game development, we not only approximate the realistic looking skin but also develop efficient method to implement easily for meeting needs of real-time rendering. In this study, we solve the problem of wrap lighting and introduce a surface details approximation method to give realistic rendering of virtual character. Our method considers that different thicknesses of geometry on the skin surface can result in different scattering degree of incident light and so pre- calculate the diffuse falloff into a look-up texture. Also, we notice that scattering is strongly color dependent and small bumps are common on the skin surface and so pre-soften the finer details on the skin surface according to the R/G/B channel. At last, we linearly interpolate the diffuse lighting with different scattering degree from the look-up texture sampled with the curvature and NdotL. Experiment results show that the proposed approach yields realistic virtual character and obtains high frames per second in real-time rendering.

Highlights

  • Human skin is a highly translucent material and made up of multiple translucent layers, so it is a complex material to model accurately (D’Eon and Luebke, 2007)

  • The skin appearance is dominated by the Subsurface Scattering (SSS) of light diffusion, so we usually model the subsurface scattering to simulate the skin rendering

  • A simple, but very effective dipole model (Jensen et al, 2001) for rendering skin was firstly presented via the light diffusion (Stam, 2001), which was quickly adopted in the practical application (Jensen and Buhler, 2002)

Read more

Summary

Introduction

Human skin is a highly translucent material and made up of multiple translucent layers, so it is a complex material to model accurately (D’Eon and Luebke, 2007). They approximated subsurface scattering in the three-layer skin with a weighted sum of Gaussian blurring for realtime rendering in texture space and obtained very realistic results. To solve the problem of wrap lighting which is not based on real skin diffusion profile and doesn’t account for surface curvature, we introduce a surface details approximation method to give a better realistic skin appearance and high FPS rendering.

Results
Conclusion

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.