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!