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

This post is going to a brief one on a nice little extension to shadow mapping for the rendering of plausible indirect illumination. It's not quite as state-of-the-art or even as performant as voxel cone tracing, which I wrote about in a previous entry, but the theoretical foundations lend some insight into ways that we … Continue reading Reflective Shadow Maps

Percentage-Closer Soft Shadows

I've implemented quite a few shadow mapping concepts, and so far, percentage-closer soft shadows (PCSS) is my favorite one. It was a great exercise in Poisson disk sampling, and the contact hardening that is characteristic of its output makes for compelling spatial relationship information. For comparison's sake, here's what I did for cascaded shadow mapping … Continue reading Percentage-Closer Soft Shadows