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This guide explores the complexities of material rendering in game graphics, focusing on realistic effects for diverse surfaces like wood, granite, soil, leather, and skin. It delves into the basics of rendering materials with diffuse, normal, specular, and height/bump maps, as well as the need for advanced shaders for complex materials. Key concepts such as ambient occlusion, light incidence, and sub-surface scattering are discussed. Readers are encouraged to review essential resources on skin rendering to better understand the challenges and techniques involved in achieving realistic effects in real-time environments.
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4.8.Materials Selective material rendering
Materials Material rendering
Material Rendering (Skin) Game renderers are often required to generate a range of material effects (from hard surfaces such as wood or granite, to softer surfaces such as soil, leather, or skin). Some types of material can be adequately renderer using a straightforward combination of diffuse, normal, specular, height/bump maps. More sophisticated materials typically require specially developed shaders.
Directed reading Directed Reading Directed reading concerning rendering
Directed reading: Read Realistic Shading of Human Skin in Real time – for an early paper on real time skin rendering. Read GDC 2007 - Advanced Skin Rendering – for an nVidia presentation on skin rendering Read GPU Gems 3 - Advanced Techniques for Realistic Real-Time Skin Rendering – for near state-of-the-art real-time skin rendering Directed reading
Summary Today we explored: • Skin rendering To do: • Read the directed reading • You are advised not to consider developing a skin material renderer!