Reflection from layered surfaces due to subsurface scattering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Generalization of Lambert's reflectance model
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
ACM Transactions on Graphics (TOG)
A Reflectance Model for Computer Graphics
ACM Transactions on Graphics (TOG)
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Simulation of wrinkled surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Algorithms for Image Processing and Computer Vision
Algorithms for Image Processing and Computer Vision
Digital Lighting and Rendering
Digital Lighting and Rendering
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Realistic human face rendering for "The Matrix Reloaded"
ACM SIGGRAPH 2003 Sketches & Applications
ACM SIGGRAPH 2003 Sketches & Applications
Beauty or realism: The dimensions of skin from cognitive sciences to computer graphics
Computers in Human Behavior
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The demand for realistic human characters is driven by interactive application developers worldwide. The look of 3D models in real time graphics is efficiently improved by powerful shader techniques. Today a common technique consists of a simple lighting model combined with textures, which have precalculated illumination included. In this paper we will give an overview of the most recent techniques in skin shading. We present a multifaced implementation of shading techniques by efficiently combining various approaches. Therefore we will explain physical and anatomical backgrounds and refer to relevant papers. In our opinion, this work is a valuable reference assist shader developers in their implementations and adaptions on recent and future graphic hardware.