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

"Christian Van Brussel" <[email protected]> Mon, 22 Apr 2013 13:58:48 +0200
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <[email protected]>
> It can anyway be part of my project proposal along with
> the dual scattering model. Of course, if the gurus at crystal space see it
> as a good project proposal!

Yes, improving the hair mesh would be interesting. If you manage to fix
the current Marschner implementation then it is really great, but as
mentioned by Alex, adding another implementation based on it or on the
dual scattering model would be interesting too.

Another thing that can be done with the hair mesh is to update the
physical animation controler in order to use alternatively the new
physics2 plugin instead of the physics1 one. Hopefully, this task would be
quite straightforward and wouldn't take that much time.

> 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.

Yes, the current SSS shader implementation is neither complex nor
finished, this was just a trial that can be thrown away once something
better is added.

About the SSS technique to be used, the one currently selected might be
both complex to implement and complex to use (it needs a priori some
additional diffusion maps). Have you any idea of some other techniques
that might be simpler? Or you think that this one would be OK?

And yes, definitively, having a GSOC project on both hair and skin
rendering would be very interesting :)




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