View Full Version : henrik's a multi-layered skin model (help me)
kimmin 03-01-2006, 09:19 AM hi,
do you guys know about down address?
it's brillient work..
a multi-layered skin model.
that's what i'm interesting.
i read that paper with my friend who british..(she isn't work for 3D)
anyway we couldn't understand much.
hips of the mathword...you know..
i wonder,, how did he make that image..?(huge question i know,,but)
actually i can see what he thought about before mathod,
and..what's the new mathod he thought.
but just i want know what did he use?
program,,or some shader which he made himself..or basic layered shader in maya..
or doesn't matter? or he made them all~!?
and there is 7 layer images in last of the paper.(samll images..dermis stuff)
how did he made last image with those 7 layers?
did he put those image in some shader? or compositing?
just what's that images? what did he do with 7 images?
i have no idea,,
in that paper, perhaps there is more imformation of this..
but so hard to understand..
i'm not a english speker..maybe you know already,,
thanks for reading.
please help me,,good luck with you.
http://graphics.ucsd.edu/~henrik/images/subsurf.html
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Stahlberg
03-01-2006, 12:31 PM
I don't know anything of the math involved, but as for the software, Henrik probably isn't using Maya or any other commercial software. He's a ground-breaking research scientist. I know he built a software himself, called Dali, that he used some years ago. I'd guess he's using something similar today.
Riperton
03-01-2006, 01:23 PM
Perhaps I missed the point, but isn't a similiar technique (Mie-Scattering with absorbtion- and scattering-coefficient) to BRSSDF, known as SubSurfaceScattering, already implemented in a lot of rendering engines today?
kimmin
03-02-2006, 11:42 AM
I don't know anything of the math involved, but as for the software, Henrik probably isn't using Maya or any other commercial software. He's a ground-breaking research scientist. I know he built a software himself, called Dali, that he used some years ago. I'd guess he's using something similar today.
hi :)
i didn't expect you answer here.
actually your works impressed me.
that's cool. i saw your works 2~3 years ago? maybe..when i started this job.
i've learnt english for a one year. english is hard job too.
ages ago, i was going to say you cool, but i couldn't speak english at all.
anyway thanks your answer and it was good for me.
i never show my work to somebody yet.
soon i'll show you my work by internet.
sometimes help me a little untill that time.
good luck.
and wish your two son good luck too. leo and daniel.
kimmin
03-02-2006, 12:20 PM
Perhaps I missed the point, but isn't a similiar technique (Mie-Scattering with absorbtion- and scattering-coefficient) to BRSSDF, known as SubSurfaceScattering, already implemented in a lot of rendering engines today?
ye~ that's right..
i'm just looking for the realistic stuff which can use in animation.
there is hips of technique for realistic skin but it needs huge rendering time..
so i have to find the way.
and his layered skin is one of them.
thanks for the reply.
jeremybirn
03-02-2006, 03:15 PM
ye~ that's right..
i'm just looking for the realistic stuff which can use in animation.
there is hips of technique for realistic skin but it needs huge rendering time..
so i have to find the way.
and his layered skin is one of them.
thanks for the reply.
His multi-layered solution is not a way to render scattering faster, it is the opposite: he is showing a more physically correct approach (an approach more based on simulating physics than on production needs) so it doesn't sound as if that's what you are looking for at all.
-jeremy
kimmin
03-02-2006, 06:07 PM
His multi-layered solution is not a way to render scattering faster, it is the opposite: he is showing a more physically correct approach (an approach more based on simulating physics than on production needs) so it doesn't sound as if that's what you are looking for at all.
-jeremy
but i wnat good realistic too. and don't want use just his own.
and.. we can find the way oneday which good for both.
that's why we doing this :) i think.
thanks for answer jeremy.
have a good day.
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