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An overview of rendering techniques for creating realistic skin textures. Topics include the use of triangles as renderable primitives, lighting computations, gouraud and phong shading, materials and brdfs, translucency, and texture mapping. For high-quality rendering, global illumination and subsurface scattering are also discussed.
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We can use triangles to give the appearance of a smooth surface by faking the normals a little Gouraud shading is a technique where we compute the lighting at each vertex and interpolate the resulting color across the triangle Phong shading is more expensive and interpolates the normal across the triangle and recomputes the lighting for every pixel
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