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

Alexandru Voicu <[email protected]>
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <CANOKqHuuKBPd1QuP1Gb5Vg-NH-GZ7NCkx985rAKtLLm4zWOqPA@mail.gmail.com>
There were some issues while generating the second lookup texture. I
exported that into a C# project (
https://sites.google.com/site/voicualexandruteodor/Marschner_1.0.zip?attredirects=0&d=1)
 to
try and debug easier. I'm not sure but my guess is that there might be
something wrong with the tangents.
I spent around 3 weeks at that time trying to implement and debug that
shader and then had to move on and work on other features. There might be
more examples of Marschner implementations on the web nowadays which you
might find helpful.

Alex.


On Sat, Apr 20, 2013 at 11:15 AM, Girish Ramesh <[email protected]> wrote:

> Hi Alex,
>
> I am familiar with your code and blog, is it possible to understand what
> when wrong? Maybe I can try to improve the implementation and add the dual
> scattering model as part of the GSoC project this year. Also, the skin
> shader implementations does not seem to be based on actual subsurface
> scattering but actually on approximations. So, i think it might be better
> to have a physically realistic model than just a hack. Thanks for the
> reply.
>
> Regards,
> Giris
>
>
> On 20 April 2013 23:33, Alexandru Voicu <[email protected]>wrote:
>
>> 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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