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Selective material rendering
4.8. Materials Selective material rendering
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Materials Material rendering
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Material Rendering (Skin)
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). 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.
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Pre-computed Ambient Occlusion
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Diffuse colour map
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Bump map
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Specular brightness map
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Determine Incidence light (irradiance)
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Determine sub-surface irradiance
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Produce multiple blurs of sub-surface irradiance
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Final pass
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Directed Reading Directed reading concerning rendering Directed
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Directed reading Directed reading: Read Realistic Shading of Human Skin in Real time – for an early paper on real time skin rendering. Read GDC Advanced Skin Rendering – for an nVidia 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
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To do: Summary Read the directed reading
Today we explored: Skin rendering To do: Read the directed reading You are advised not to consider developing a skin material renderer!
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