Real-time and interactive rendering for translucent materials such as human skin

  • Authors:
  • Hiroyuki Kubo;Yoshinori Dobashi;Shigeo Morishima

  • Affiliations:
  • Waseda University, Shinjuku-ku, Tokyo, Japan;Hokkaido University, Kita-ku, Hokkaido, Japan;Waseda University, Shinjuku-ku, Tokyo, Japan

  • Venue:
  • HCII'11 Proceedings of the 1st international conference on Human interface and the management of information: interacting with information - Volume Part II
  • Year:
  • 2011

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Abstract

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 preprocessing and multi-pass rendering as is often the case in this area of research.