Skin Rendering: Triangles, Lighting, Shading, Materials, Translucency, Textures, Slides of Computer Graphics and Animation

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.

Typology: Slides

2012/2013

Uploaded on 04/30/2013

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Download Skin Rendering: Triangles, Lighting, Shading, Materials, Translucency, Textures and more Slides Computer Graphics and Animation in PDF only on Docsity!

Skin

Rendering Review

Lighting

 We can compute the interaction of light with

surfaces to achieve realistic shading

 For lighting computations, we usually require a

position on the surface and the normal

 GL does some relatively simple local illumination

computations

 For higher quality images, we can compute

global illumination, where complete light

interaction is computed within an environment to

achieve effects like shadows, reflections,

caustics, and diffuse bounced light

Gouraud & Phong Shading

 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

Materials

 In high quality rendering, we use a function

called a BRDF (bidirectional reflectance

distribution function) to represent the scattering

of light at the surface:

f

r

(_

i

, _

i

, _

r

, _

r

, _)

 The BRDF is a 5 dimensional function of the

incoming light direction (2 dimensions), the

outgoing direction (2 dimensions), and the

wavelength

Translucency

 Skin is a translucent material. If we want to

render skin realistically, we need to account for

subsurface light scattering.

 We can extend the BRDF to a BSSRDF by

adding two more dimensions representing the

translation in surface coordinates. This way, we

can account for light that enters the surface at

one location and leaves at another.

 Learn more about these in CSE168!