Custom Search

Friday, February 3, 2012

Tech | Separable Subsurface Scattering | Real Time

Tech, Separable Subsurface Scattering, Real Time, Jorge Jimenez, making, vfx, cg, video, wallpaper, poster, cover, images

Separable Subsurface Scattering (Real Time)


It shows Jorge Jimenez latest advances on real-time skin rendering (Separable Subsurface Scattering), which enables to quickly render skin in just two post-processing passes. Everything is written from scratch using DirectX 10 and rendered in real-time, from the skin to the film grain.

Tech, Separable Subsurface Scattering, Real Time, Jorge Jimenez, making, vfx, cg, video, wallpaper, poster, cover, images
It shows how important is the full rendering pipeline if you aim for 1080p close-up shots. Efforts towards rendering ultra realistic skin are futile if they are not coupled with HDR, high quality bloom, depth of field, film grain, tone mapping, ultra high quality models, parametrization maps, high quality shadow maps (which are lacking on my demo) and a high quality antialiasing solution.