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

Girish Ramesh <[email protected]> Tue, 23 Apr 2013 01:07:07 +0530
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <CAOsuPn0+XqM7O_Dr=91Yg45xQrUL=Wr6m9AheH9YaF6Qq8u4Og@mail.gmail.com>
Hi Christian and Alex,

I am going through the code to see whether I can figure out the issue and
confirm wether it is as you said, as it definitely could be it. Alex, do
you plan to check and work on the error? If not, I will try to work on
fixing the issue or else reimplementing it might be a better idea, if it is
not this issue, as Alex said. The task of updating the physical animation
controller should be a simple one and I will add it to my proposal
nonetheless. Well, I do think this one would be OK regarding the SSS
technique, although I will research more on the SSS technique for the skin
shader and see whether there is a simpler implementation, but I think this
should definitely be doable even with the complexity of the diffusion maps.
Now the question is whether I should tackle both tasks of skin and hair
rendering because I am not sure whether it will be possible to work on both
and finish both within 3 months! Do let me know what you think.Thanks!

Regards,
Girish

On 22 April 2013 17:28, Christian Van Brussel <
[email protected]> wrote:

> > 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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