Title: Optimized skin rendering for scanned models
Authors: Hernando, Roger
Chica, Antoni
Vazquez, Pere-Pau
Citation: WSCG '2016: short communications proceedings: The 24th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2016 in co-operation with EUROGRAPHICS: University of West Bohemia, Plzen, Czech RepublicMay 30 - June 3 2016, p. 89-96.
Issue Date: 2016
Publisher: Václav Skala - UNION Agency
Document type: konferenční příspěvek
conferenceObject
URI: wscg.zcu.cz/WSCG2016/!!_CSRN-2602.pdf
http://hdl.handle.net/11025/29691
ISBN: 978-80-86943-58-9
ISSN: 2464-4617
Keywords: vykreslení kůže;podpovrchový rozptyl;fyzické vykreslování
Keywords in different language: skin rendering;subsurface scattering;physically-based rendering
Abstract: Skin is one of the most difficult materials to reproduce in computer graphics, mainly due to two major factors: First, the complexity of the light interactions happening at the subsurface layers of skin, and second, the high sensitivity of our perceptual system to the artificial imperfections commonly appearing in synthetic skin models. Many current approaches mix physically-based algorithms with image-based improvements to achieve realistic skin rendering in realtime. Unfortunately, those algorithms still suffer from artifacts such as halos or incorrect diffusion. Some of these artifacts (e.g. incorrect diffusion) are especially noticeable if the models have not been previously segmented. In this paper we present some extensions to the Separable Subsurface Scattering (SSSS) framework that reduce those artifacts while still maintaining a high framerate. The result is an improved algorithm that achieves high quality rendering for models directly obtained from scanners, not requiring further processing.
Rights: © Václav Skala - UNION Agency
Appears in Collections:WSCG '2016: Short Papers Proceedings

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