Skin Rendering with Texture-Space Diffusion for Subsurface Scattering

I was reading about pre-integrated skin shading and screen-space subsurface scattering in the associated GPU Pro 360 books, which got me really interested in learning about ways to represent subsurface scattering—a type of diffuse lighting—in a rendering pipeline. I came across another article on realistic real-time skin rendering on mobile, and it occurred to me … Continue reading Skin Rendering with Texture-Space Diffusion for Subsurface Scattering

Hair Rendering Part 1: The Shading Model

Given my proclivity to pore over material from recent GDCs and GPU Pro articles, I've been meaning to write up a more accessible concept as a way to segue from the early to mid 2000s techniques to the state-of-the-art ideas that find their way into modern AAA titles. I think it's also important to demonstrate … Continue reading Hair Rendering Part 1: The Shading Model

Spherical Harmonics

The rendering equation consists of two major components—the diffuse and specular lighting integrals—that can each be approximated in a number of ways. At the end of the day, physically based rendering is all about representing the precise interactions of light in the most accurate manner possible with the goal of presenting scenes in a way … Continue reading Spherical Harmonics