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Selective material rendering

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Presentation on theme: "Selective material rendering"— Presentation transcript:

1 Selective material rendering
4.8. Materials Selective material rendering

2 Materials Material rendering

3 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.

4 Pre-computed Ambient Occlusion

5 Diffuse colour map

6 Bump map

7 Specular brightness map

8 Determine Incidence light (irradiance)

9 Determine sub-surface irradiance

10 Produce multiple blurs of sub-surface irradiance

11 Final pass

12 Directed Reading Directed reading concerning rendering Directed

13 Directed reading Directed reading: Read Realistic Shading of Human Skin in Real time – for an early paper on real time skin rendering. Read GDC 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

14 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!


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