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.
Chapter PDF
Similar content being viewed by others
References
d’Eon, E., Luebke, D., Enderton, E.: Efficient rendering of human skin. In: Rendering Techniques 2007: 18th Eurographics Workshop on Rendering, June 2007, pp. 147–158 (2007)
Kolchin, K.: Curvature-based shading of translucent materials, such as human skin. In: Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia, GRAPHITE 2007, pp. 239–242. ACM, New York (2007)
Kajiya, J.T.: The rendering equation. In: Proceedings of the 13th annual conference on Computer graphics and interactive techniques, SIGGRAPH 1986, pp. 143–150. ACM, New York (1986)
Dorsey, J., Edelman, A., Jensen, H.W., Legakis, J., Pedersen, H.K.: Modeling and rendering of weathered stone. In: Proceedings of the 26th annual conference on Computer graphics and interactive techniques, SIGGRAPH 1999, pp. 225–234. ACM Press/Addison- Wesley Publishing Co, New York, NY, USA (1999)
Jensen, H.W., Legakis, J., Dorsey, J.: Rendering of wet materials. In: Rendering Techniques 1999, pp. 273–282 (1999)
Jensen, H.W., Marschner, S.R., Levoy, M., Hanrahan, P.: A practical model for subsurface light transport. In: Proceedings of the 28th annual conference on Computer graphics and interactive techniques, SIGGRAPH 2001, pp. 511–518. ACM, New York (2001)
Jensen, H.W., Buhler, J.: A rapid hierarchical rendering technique for translucent materials. ACM Trans. Graph. 21, 576–581 (2002)
Nguyen, H.: GPU Gems 3. Addison-Wesley Professional, Reading (2007)
Mertens, T., Kautz, J., Bekaert, P., Seidelz, H.-P., Reeth, F.V.: Interactive rendering of translucent deformable objects. In: Proceedings of the 14th Eurographics workshop on Rendering, EGRW 2003, pp. 130–140. Aire-la- Ville, Switzerland (2003)
Meyer, M., Desbrun, M., Schröder, P., Barr, A.H.: Discrete differential–geometry operators for triangulated 2-manifolds. In: Visualization and Mathematics III, pp. 35–57 (2003)
Goldfeather, J., Interrante, V.: A novel cubic-order algorithm for approximating principal direction vectors. ACM Trans. Graph. 23, 45–63 (2004)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2011 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Kubo, H., Dobashi, Y., Morishima, S. (2011). Real-time and Interactive Rendering for Translucent Materials such as Human Skin. In: Salvendy, G., Smith, M.J. (eds) Human Interface and the Management of Information. Interacting with Information. Human Interface 2011. Lecture Notes in Computer Science, vol 6772. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-21669-5_46
Download citation
DOI: https://doi.org/10.1007/978-3-642-21669-5_46
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-21668-8
Online ISBN: 978-3-642-21669-5
eBook Packages: Computer ScienceComputer Science (R0)