The basis for the specular reflectance of these "skin materials" is a precomputed texture that allows us to calculate in real-time the Kelemen/Szirmay-Kalos specular BRDF and subsequent reflectance value. There's an additional texture that feeds into the specular calculation that simultaneously acts as a roughness parameter (m) that we use to query into the Beckmann … Continue reading Skin Rendering with Texture-Space Diffusion for Subsurface Scattering
Tag: Physically Based Rendering
Hair Rendering
There are always twists to the typical BRDF models, and Scheuermann's bidirectional scattering distribution function model (BSDF, or BRDF with light integrated over a sphere that aggregates all the light interactions within hair fibers) is a great piece to discuss because we can focus our attention on a simple pixel shader. Some materials lend themselves … Continue reading Hair Rendering
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