Subsurface scattering is mainly created with methods like depth maps or photon scattering. The results are, of course, impressive, however they do not work that well in realtime. I present here superficial subsurface scattering method… I emulate the look of subsurface scattering with a shader that sample the illumination beyond the 90 degrees of incidence. I also use a table to look up alpha values for the diffuse albedo The shader is programmed with libSH — a C++ library that allows you to facilitate the GPU.
This is some experiments with the shader and only one light source. More is to be done. Ill be back with an update in the near future!
Tuesday, March 28, 2006
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1 comment:
I'm impressed as well. I enjoy thinking about the implications.
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