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 :)
>>
>>
>>
>>
>>
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