Skin Rendering with Texture-Space Diffusion for Subsurface Scattering

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