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

Reflective Shadow Maps

There is a nice extension to shadow mapping that allows for the rendering of plausible indirect illumination. It's not quite as performant as voxel cone tracing, but it introduces some ideas on how we can model the behavior of light. Every pixel in the shadow map is considered as an indirect light source and we … Continue reading Reflective Shadow Maps

Percentage-Closer Soft Shadows

I've implemented a few shadow mappers, and so far, percentage-closer soft shadows (PCSS) was my favorite one to get up and running. It is a great illustration of Poisson disk sampling, and the contact hardening that is characteristic of the technique makes for compelling spatial relationship information. For comparison's sake, here's what I did for … Continue reading Percentage-Closer Soft Shadows