Global Illumination sss human skin research


#1

Hi everyone!

I’m currently doing an undergraduate research on the 3D community’s preference for GI methods/algorythms when computing SSS with different rendering engines.

I was hoping those experienced in Global Illumination reading this thread could spare 3 min. of their time and answer a really short questionnaire regarding their preferences when computing sss human skin. I will be happy to share the overall results with the community once completed.

Simply follow the link:

http://www.surveymonkey.com/s.asp?u=259653334556

Thanks for your time and keep those great renders happening!

P.S. This thread could continue to serve as a space for discussing the topic of human skin shading and rendering…


#2

If you have Zbrush in “most used” app list, Mudbox should there too, considering what ZBrush is mostly used for, as for “favored render engine” I can’t choose one over other, since I use several for different kind of stuff.


#3

Why Ray Tracing is own “method” for Global Illumination, as far as I know Metropolis Light Transport, Irradiance map, Photon map, QMC GI(Quasi Monte-Carlo), Monte Carlo, Bidirectional tracing, Ambient Occlusion are all raytracing techniques. Please correct me if I’m wrong.


#4

Hi Ienrdna,

Yes thank you for pointing this out. I guess I missed out Mudbox, would of been good to include. Nevertheless the [i]others  [/i]option was included for precisely that, including any other application not mentioned. Didn't mean to give any application more preference than others. Unfortunately I can't make any ammendments to the questionnaire without loosing the gathered results, so for all those Mudbox users out there, my apologies! Promise to include it in future questionnaires. I can understand how difficult it is to choose one renderer over another when you are well experienced in many and use several for different tasks. So [i]overall favourite[/i] seemed focused enough and the next two questions are slightly more specific.

As for Ray Tracing, yes you are totally right! Most present day global illumination algorythms are based on ray tracing. I simply wanted to leave room for any open source or self implemented algorythm labelled as ray tracing, refering to [i]pure ray tracing [/i]and renderers like mental ray with algorythm labelled as ray tracing. But perhaps this might cause confusion. We shall find out through the results... 

I very much appreciate your comments and suggestions, there is certainly room for future improvement in this questionnaire yet some of the results have already some clear inclinations amongst those answering.

To all of you who have submitted yourself to the questionnaire, Thankyou so much!! I will post some results once reached a sufficient number of answers. The response has been great and although the last question poses too many factors to sum up and define under one general circumstance it is only intended for those willing to extend their thoughts on the matter at hand and therefore it is not compulsory. Having said that, thankyou to those of you who had a go at answering.

#5

For those of you interested in the results of the survey simply follow the link:

http://www.surveymonkey.com/Report.asp?U=333455661800

I have only included a summary of those who completed the whole questionnaire as there was a big dropout rate.


#6

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