The Community for Technology Leaders
RSS Icon
Issue No.04 - July/August (2010 vol.30)
pp: 32-41
Jorge Jimenez , Universidad de Zaragoza
David Whelan , Trinity College Dublin
Veronica Sundstedt , Blekinge Institute of Technology
Diego Gutierrez , Universidad de Zaragoza
Diffusion theory allows the production of realistic skin renderings. The dipole and multipole models allow for solving challenging diffusion-theory equations efficiently. By using texture-space diffusion, a Gaussian-based approximation, and programmable graphics hardware, developers can create real-time, photorealistic skin renderings. Performing this diffusion in screen space offers advantages that make diffusion approximation practical in scenarios such as games, where having the best possible performance is crucial. However, unlike the texture-space counterpart, the screen-space approach can't simulate transmittance of light through thin geometry; it yields unrealistic results in those cases. A new transmittance algorithm turns the screen-space approach into an efficient global solution, capable of simulating both reflectance and transmittance of light through a multilayered skin model. The transmittance calculations are derived from physical equations, which are implemented through simple texture access. The method performs in real time, requiring no additional memory usage and only minimal additional processing power and memory bandwidth. Despite its simplicity, this practical model manages to reproduce the look of images rendered with other techniques (both offline and real time) such as photon mapping or diffusion approximation.
subsurface scattering, real time, skin, translucency, perception, computer graphics, graphics and multimedia
Jorge Jimenez, David Whelan, Veronica Sundstedt, Diego Gutierrez, "Real-Time Realistic Skin Translucency", IEEE Computer Graphics and Applications, vol.30, no. 4, pp. 32-41, July/August 2010, doi:10.1109/MCG.2010.39
1. J. Jimenez, V. Sundstedt, and D. Gutierrez, "Screen-Space Perceptual Rendering of Human Skin," ACM Trans. Applied Perception, vol. 6, no. 4, 2009, pp. 1–15.
2. T. Igarashi, K. Nishino, and S.K. Nayar, The Appearance of Human Skin, tech. report, Computer Science Dept., Columbia Univ., 2005.
3. D. Gosselin, "Real Time Skin Rendering," ATI Research, 2004; D3DTutorial_Skin_Rendering.pdf.
4. E. d'Eon, D. Luebke, and E. Enderton, "Efficient Rendering of Human Skin," Proc. 2007 Eurographics Symp. Rendering, Eurographics Assoc., 2007, pp. 147–157.
5. J. Hable, G. Borshukov, and J. Hejl, "Fast Skin Shading," Shader X7, W. Engel ed., Charles River Media, 2009, pp. 161–173.
6. J. Jimenez, and D. Gutierrez, "Faster Rendering of Human Skin," Proc. Congreso Español de Informática Gráfica 2008 (CEIG 08), Eurographics Assoc., pp. 21–28.
7. M. Stamminger and C. Dachsbacher, "Translucent Shadow Maps," Proc. 14th Eurographics Workshop Rendering, Eurographics Assoc., 2003, pp. 197–201.
8. C. Donner and H.W. Jensen, "Light Diffusion in Multi-layered Translucent Materials," ACM Trans. Graphics, vol. 24, no. 3, 2005, pp. 1032–1039.
9. S. Green, "Real-Time Approximations to Subsurface Scattering," GPU Gems, R. Fernando ed. Addison-Wesley, 2004, pp. 263–278.
10. E. d'Eon, and D. Luebke, "Advanced Techniques for Realistic Real-Time Skin Rendering," GPU Gems 3, H. Nguyen ed., Addison-Wesley, 2007, pp. 293–347.
11. C. Donner, and H.W. Jensen, "Rendering Translucent Materials Using Photon Diffusion," Proc. Eurographics Symp. Rendering, Eurographics Assoc., 2007, pp. 243–252.
12. C. Donner and H.W. Jensen, "A Spectral BSSRDF for Shading Human Skin," Proc. Eurographics Symp. Rendering, Eurographics Assoc., 2006, pp. 409–417.
16 ms
(Ver 2.0)

Marketing Automation Platform Marketing Automation Tool