To synthesize a realistic human animation using computer graphics, it is necessary to simulate subsurface scattering inside a human skin. We have developed a curvature-dependent reflectance functions (CDRF) which mimics the presence of a subsurface scattering effect. In this approach, we provide only a single parameter that represents the intensity of incident light scattering in a translucent material. We implemented our algorithm as a hardware-accelerated real-time renderer with a HLSL pixel shader. This approach is easily implementable on the GPU and does not require any complicated pre-processing and multi-pass rendering as is often the case in this area of research. © 2011 Springer-Verlag.
CITATION STYLE
Kubo, H., Dobashi, Y., & Morishima, S. (2011). Real-time and interactive rendering for translucent materials such as human skin. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 6772 LNCS, pp. 388–395). https://doi.org/10.1007/978-3-642-21669-5_46
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