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
Diffuse colour map
Bump map
Specular brightness map
Determine Incidence light (irradiance)
Determine sub -surface irradiance
Produce multiple blurs of sub-surface irradiance
Final pass
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. 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
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