Selective material rendering

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Presentation transcript:

Selective material rendering 4.8. Materials Selective material rendering

Materials Material rendering

Material Rendering (Skin) Game renderers are often required to generate a range of material effects (from hard surfaces such as wood or granite, to softer surfaces such as soil, leather, or skin). Some types of material can be adequately renderer using a straightforward combination of diffuse, normal, specular, height/bump maps. More sophisticated materials typically require specially developed shaders.

Pre-computed Ambient Occlusion

Diffuse colour map

Bump map

Specular brightness map

Determine Incidence light (irradiance)

Determine sub-surface irradiance

Produce multiple blurs of sub-surface irradiance

Final pass

Directed Reading Directed reading concerning rendering Directed

Directed reading Directed reading: Read Realistic Shading of Human Skin in Real time – for an early paper on real time skin rendering. Read GDC 2007 - Advanced Skin Rendering – for an nVidia presentation on skin rendering Read GPU Gems 3 - Advanced Techniques for Realistic Real-Time Skin Rendering – for near state-of-the- art real-time skin rendering

To do: Summary Read the directed reading Today we explored: Skin rendering To do: Read the directed reading You are advised not to consider developing a skin material renderer!