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Real-Time Realistic Skin Translucency

机译:实时逼真的皮肤半透明

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Diffusion theory allows the production of realistic skin renderings. The dipole and multipole models allow for solving challenging diffusion-theory equations efficiently. By using texture-space diffusion, a Gaussian-based approximation, and programmable graphics hardware, developers can create real-time, photorealistic skin renderings. Performing this diffusion in screen space offers advantages that make diffusion approximation practical in scenarios such as games, where having the best possible performance is crucial. However, unlike the texture-space counterpart, the screen-space approach can't simulate transmittance of light through thin geometry; it yields unrealistic results in those cases. A new transmittance algorithm turns the screen-space approach into an efficient global solution, capable of simulating both reflectance and transmittance of light through a multilayered skin model. The transmittance calculations are derived from physical equations, which are implemented through simple texture access. The method performs in real time, requiring no additional memory usage and only minimal additional processing power and memory bandwidth. Despite its simplicity, this practical model manages to reproduce the look of images rendered with other techniques (both offline and real time) such as photon mapping or diffusion approximation.
机译:扩散理论可以产生逼真的皮肤效果图。偶极和多极模型允许有效地解决具有挑战性的扩散理论方程。通过使用纹理空间扩散,基于高斯的近似值和可编程图形硬件,开发人员可以创建实时的,逼真的皮肤渲染。在屏幕空间中执行此扩散提供了一些优点,这些优点使扩散近似在诸如游戏等可能具有最佳性能至关重要的场景中变得切实可行。但是,与纹理空间对应方法不同,屏幕空间方法无法模拟通过薄几何体的光的透射率。在这些情况下,它会产生不切实际的结果。一种新的透射率算法将屏幕空间方法变成一种有效的全局解决方案,它能够模拟通过多层皮肤模型的光的反射率和透射率。透射率计算是通过物理方程得出的,这些物理方程通过简单的纹理访问来实现。该方法实时执行,不需要额外的存储器使用,并且仅需要最小的额外处理能力和存储器带宽。尽管实用性很简单,但该实用模型设法重现了使用其他技术(离线和实时)渲染的图像外观,例如光子贴图或扩散近似。

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