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4 . 8 . Materials

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).

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4 . 8 . Materials

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  1. 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 Directed reading concerning rendering

  13. 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 Directed reading

  14. Summary 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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