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02-03-2012, 08:31 AM
http://3.bp.blogspot.com/-xynG1eC5dls/Tyuk0Gm9R9I/AAAAAAAAES0/BhIoGrtNNkk/s1600/001.jpg
Jorge Jimenez shows The latest and final advances on real-time skin rendering (Separable Subsurface Scattering), which enables to quickly render skin in just two post-processing passes. Everything is written from scratch using DirectX 10 and rendered in real-time, from the skin to the film grain
The main idea behind the new separable SSS approach is that you can get very similar results to the full 12-pass approach ([Eon07]) by just using a regular two-pass setup. It can be done in screen space and is really really fast
Watch video here: http://www.cgrecord.net/2012/02/real-time-separable-subsurface.html
Jorge Jimenez shows The latest and final advances on real-time skin rendering (Separable Subsurface Scattering), which enables to quickly render skin in just two post-processing passes. Everything is written from scratch using DirectX 10 and rendered in real-time, from the skin to the film grain
The main idea behind the new separable SSS approach is that you can get very similar results to the full 12-pass approach ([Eon07]) by just using a regular two-pass setup. It can be done in screen space and is really really fast
Watch video here: http://www.cgrecord.net/2012/02/real-time-separable-subsurface.html
