Re: [GSoC 2013] Advanced Rendering Techniques - Skin/Hair

Alexandru Voicu <[email protected]>
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <CANOKqHu8JMsmgfiVHMy8hmWt9jO52gH7hiD=RbVCjT1mqNhyGQ@mail.gmail.com>
Hi Girish,

Although we have a Marschner shader model, we had some issue with it so we
defaulted to using Kajiya and Kay shading model which gives decent results
and is much faster. You can find more about what is implemented here:
http://hairrendering.wordpress.com
We also have a SSS shader implementation used for skin based on
http://www.gamedev.net/topic/481494-sub-surface-scattering-hack--comments-wanted-/

I haven't worked on CS in a while now, so I am not sure what the priorities
of improving these rendering techniques are for the project.

Cheers,
Alex.


On Sat, Apr 20, 2013 at 10:35 AM, Girish Ramesh <[email protected]> wrote:

> 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
>
>
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