Real-time and Interactive Rendering for Translucent Materials such as Human Skin

  • Hiroyuki Kubo
  • Yoshinori Dobashi
  • Shigeo Morishima
Part of the Lecture Notes in Computer Science book series (LNCS, volume 6772)

Abstract

To synthesize a realistic human animation using computer graphics, it is necessary to simulate subsurface scattering inside a human skin. We have developed a curvature-dependent reflectance functions (CDRF) which mimics the presence of a subsurface scattering effect. In this approach, we provide only a single parameter that represents the intensity of incident light scattering in a translucent material. We implemented our algorithm as a hardware-accelerated real-time renderer with a HLSL pixel shader. This approach is easily implementable on the GPU and does not require any complicated pre-processing and multi-pass rendering as is often the case in this area of research.

Keywords

computer graphics real-time rendering subsurface scattering 

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Copyright information

© Springer-Verlag Berlin Heidelberg 2011

Authors and Affiliations

  • Hiroyuki Kubo
    • 1
  • Yoshinori Dobashi
    • 2
  • Shigeo Morishima
    • 1
  1. 1.Waseda UniversityTokyoJapan
  2. 2.Hokkaido UniversityKita-kuJapan

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