4 8 MATERIALS Selective material rendering MATERIALS Material

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4. 8. MATERIALS Selective material rendering

4. 8. MATERIALS Selective material rendering

MATERIALS Material rendering

MATERIALS Material rendering

Game renderers are often required to generate a range of material effects (from hard

Game renderers are often required to generate a range of material effects (from hard surfaces such as wood or granite, to softer surfaces such as soil, leather, or skin). Material Rendering (Skin) Some types of material can be adequately renderer using a straightforward combination of diffuse, normal, specular, height/bump maps. More sophisticated materials typically require specially developed shaders.

Pre-computed Ambient Occlusion

Pre-computed Ambient Occlusion

Diffuse colour map

Diffuse colour map

Bump map

Bump map

Specular brightness map

Specular brightness map

Determine Incidence light (irradiance)

Determine Incidence light (irradiance)

Determine sub -surface irradiance

Determine sub -surface irradiance

Produce multiple blurs of sub-surface irradiance

Produce multiple blurs of sub-surface irradiance

Final pass

Final pass

ed ect r i g D din a e r DIRECTED READING Directed reading

ed ect r i g D din a e r DIRECTED READING Directed reading concerning rendering

Skin in Real time – for an early paper on real time skin rendering.

Skin in Real time – for an early paper on real time skin rendering. Directed reading: • Read GDC 2007 - Advanced Skin Rendering – for an n. Vidia presentation on skin rendering • Read GPU Gems 3 - Advanced Techniques for Realistic Real-Time Skin Rendering – for near state-of-the -art real-time skin rendering ed ect r i g D din rea

Summary Today we explored: ü Skin rendering : o d o T cted e

Summary Today we explored: ü Skin rendering : o d o T cted e r i d e h t d a e üR reading to t o n d e s i v d a üYou are ping a o l e v e d r e d i s con r! e r e d n e r l a i r e skin mat