[GSoC 2013] Advanced Rendering Techniques - Skin/Hair
Girish Ramesh <[email protected]>
| Newsgroups | gmane.comp.graphics.crystalspace.devel |
|---|---|
| Message-ID | <CAOsuPn14UBFOWiFiWHLpXjk0WOnXEdBf9L7zHDe7oNOd06ja4g@mail.gmail.com> |
Hi, I am interested in participating in Google summer of code with crystal space and am interested in developing the physically realistic rendering techniques for hair and skin. I understand that hair was already handled as a GSoC project earlier with the implementation of the Marschner model. I want to upgrade the shader to the dual-scattering model ( http://www.cemyuksel.com/research/dualscattering/) which handles multiple scattering in between the hair strands. Another project I would like to work on is the implementation of a sub-surface scattering skin shader similar to this ( http://http.developer.nvidia.com/GPUGems3/gpugems3_ch14.html) and a general workflow for skin rendering. I would like to receive some feedback regarding the 2 ideas and feasibility of them as a possible GSoC project. I would first like to receive your feedback before I make my GSoC application. Thank you. Regards, Girish Ramesh ------------------------------------------------------------------------------ Precog is a next-generation analytics platform capable of advanced analytics on semi-structured data. The platform includes APIs for building apps and a phenomenal toolset for data science. Developers can use our toolset for easy data analysis & visualization. Get a free account! http://www2.precog.com/precogplatform/slashdotnewsletter _______________________________________________ Crystal-develop mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-develop