View Full Version : parameters for subsurface scattering of human skin

07 July 2006, 01:42 PM

I'm trying to implement realistic subsurface scattering with human (facial) skin in real-time and I'm looking for material with describes the way the light is absorbed/'processed' under the skin. I've found an algorithmic approach and am know looking for information about the skin itself.

How much affects the type of skin the scattering? What differences does it make if I'm rendering skin at the cheek, chin, nose, ears, mouth, etc. in terms of light scattering? How much effect tradional skin types or ethical factors have on the rendering resp. the skins reaction to light? Or the moisture/dryness of certain skin parts?

I've began with an approximation to store the depths of soft issue for every part of the skin and let the light enter. But this is just a pretty lucky (or not) guess. I'm looking for data which tells me: that much scattering at this point of the skin.

I've read that not every part of the wave range are reflected similar and when processing the rendered face illuminating a red shine when light passes through the skin. Does anyone know if this does (also) correlate with the depths of the tissue? The deeper/the longer the light passes through the skin, the more redish it looks?

Any help (directly or if anyone knows additional material) would be really great! :)

07 July 2006, 01:17 PM
some new stuff coming out for siggraph. might have to wait a month or two to get hold of them :

07 July 2006, 09:08 AM
some new stuff coming out for siggraph. might have to wait a month or two to get hold of them : ( (

Craig Donner presented the second one of those at EGSR in Cyprus last week.. Don't know if the proceedings for that are available online yet, but I wouldn't think it would take that long before they are. Basically it's a spectral shading model that uses four parameters to control the amount of oil, melanin and hemoglobin to match specific skin types. They represent the skin in a bottom (dermis) and upper (epidermis) layer each of which has different parameters to control the final appearance of the rendered skin. Very straight forward representation with what looks like quite realistic results, as far as I can gather.

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07 July 2006, 09:08 AM
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