ABSTRACT
Due to the parallel advances in hardware and software, graphics in games are continuously improving. Still, for a 60-fps game, everything contained in a frame must be computed in just about 16 milliseconds. Given this tight time budget, certain effects cannot be computed and are simply not simulated, sacrificing realism to reallocate resources to other aspects of the game. This demo shows a technique to simulate subsurface scattering for human skin that runs in just over one millisecond per frame, making it a practical option for even the most challenging game scenarios. Previous real-time approaches simulate it by approximating the non-separable diffusion kernel using a sum of Gaussians, which require several (usually six) 1D convolutions. The proposed technique decomposes the exact 2D diffusion kernel with only two 1D functions, which allows subsurface scattering rendering with only two convolutions, reducing both time and memory without a decrease in quality. The 1D functions are defined in an intuitive way with just three parameters, allowing for easy edits.
Supplemental Material
Index Terms
Separable subsurface scattering
Recommendations
Separable Subsurface Scattering
In this paper, we propose two real-time models for simulating subsurface scattering for a large variety of translucent materials, which need under 0.5 ms per frame to execute. This makes them a practical option for real-time production scenarios. ...
Interactive subsurface scattering for translucent meshes
I3D '03: Proceedings of the 2003 symposium on Interactive 3D graphicsWe propose a simple lighting model to incorporate subsurface scattering effects within the local illumination framework. Subsurface scattering is relatively local due to its exponential falloff and has little effect on the appearance of neighboring ...
GPU algorithms for radiosity and subsurface scattering
HWWS '03: Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardwareWe capitalize on recent advances in modern programmable graphics hardware, originally designed to support advanced local illumination models for shading, to instead perform two different kinds of global illumination models for light transport. We first ...




Comments