Real-Time Realistic Skin Translucency |
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IEEE Computer Graphics & Applications (to appear, 2010) |
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Abstract: | |||||
Diffusion
theory allows the production of realistic skin renderings. The
dipole/multipole models allow us to solve challenging diffusion theory
equations in a very efficient manner. By using texture-space diffusion,
a Gaussian-based approximation, and programmable graphics hardware
real-time photorealistic skin renderings can be achieved. Performing
this diffusion in screen space instead offers additional advantages
that make the diffusion approximation practical in scenarios like
games, where having the best possible performance is crucial. However,
unlike the texture-space counterpart, the screen-space approach is in
principle unable to simulate transmittance of lighting through thin
geometry, yielding unrealistic results in those cases. In this work we
introduce a transmittance algorithm that turns the screen-space
approach into a very efficient global solution, capable of simulating
both reflectance and transmittance of light through a multi-layered
skin model. We derive our transmittance calculations from physical
equations, which are finally implemented by means of a simple texture
access. Our method performs in real-time requiring no additional memory
usage, minimal extra processing power and memory bandwidth. Despite its
simplicity our practical model manages to reproduce the look of images
rendered with other techniques (both offline and real-time) such as
photon mapping or the diffusion approximation.
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Direct Links: | |||||
[Paper] [Video (39 MB)] [Press release 1 (Spanish)] [Press release 2 (Spanish)] | |||||
BibTeX: | |||||
@article{Jimenez10, |
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