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dc.contributor.authord'Eon, Eugeneen_US
dc.contributor.authorLuebke, Daviden_US
dc.contributor.authorEnderton, Ericen_US
dc.contributor.editorJan Kautz and Sumanta Pattanaiken_US
dc.date.accessioned2014-01-27T15:09:20Z
dc.date.available2014-01-27T15:09:20Z
dc.date.issued2007en_US
dc.identifier.isbn978-3-905673-52-4en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGWR/EGSR07/147-157en_US
dc.description.abstractExisting offline techniques for modeling subsurface scattering effects in multi-layered translucent materials such as human skin achieve remarkable realism, but require seconds or minutes to generate an image. We demonstrate rendering of multi-layer skin that achieves similar visual quality but runs orders of magnitude faster. We show that sums of Gaussians provide an accurate approximation of translucent layer diffusion profiles, and use this observation to build a novel skin rendering algorithm based on texture space diffusion and translucent shadow maps. Our technique requires a parameterized model but does not otherwise rely on any precomputed information, and thus extends trivially to animated or deforming models. We achieve about 30 frames per second for realistic real-time rendering of deformable human skin under dynamic lighting.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realismen_US
dc.titleEfficient Rendering of Human Skinen_US
dc.description.seriesinformationRendering Techniquesen_US


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