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Real Time Sub Surface Scattering
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Hi folks!
This my new algorithm to calculate SubSurfaceScattering in real time on a GPU. It reaches 60-80fps using Buddha/Dragon mesh (50-70K triangles) on a 512x512 viewport. The algorithm is very simple and it is based on Spherical... |
Posted July 13, 2006 5:42:39 PM
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Some recent replies made on our forums |
Real Time Sub Surface Scattering
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Yes it works correctly only with convex objects. However with Buddha and Dragon which are very complex objects with concavities the algorithm performs well.
One reason that it works well is that, human visual system cannot predicts exactly comp... |
Posted July 16, 2006 11:54:21 AM
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Real Time Sub Surface Scattering
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There's no precomputation time, and it can work with deformable mesh.
Note: Local Deformable Precomputed Radiance Transfer can work if it you use a symmetric function. |
Posted July 15, 2006 4:10:33 PM
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Real Time Sub Surface Scattering
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Thanks all!
I'll put a fraps movie this day.
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Posted July 14, 2006 9:02:38 AM
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