Re: [GSoC 2013] Advanced Rendering Techniques - Skin/Hair
Alexandru Voicu <[email protected]> Mon, 22 Apr 2013 17:20:38 -0700
| Newsgroups | gmane.comp.graphics.crystalspace.devel |
|---|---|
| Message-ID | <CANOKqHuMxNYFw6UzfGPA9iB6s-sQEsW4h=zgrgAVaqqibTHafQ@mail.gmail.com> |
Hey Girish, I will have to double check the code to see whether or not I am using the normals in the shaders. I think I am passing the tangents/binormals separately and those might be computed as they should. Let me get back to you in a couple of days. Thanks, Alex. On Mon, Apr 22, 2013 at 12:37 PM, Girish Ramesh <[email protected]> wrote: > 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 :) >> >> >> >> >> >> ------------------------------------------------------------------------------ >> 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 >> > > > > ------------------------------------------------------------------------------ > 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 > > ------------------------------------------------------------------------------ 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