• Title/Summary/Keyword: BSSRDF

Search Result 3, Processing Time 0.019 seconds

Surface Model and Scattering Analysis for Realistic Game Character

  • Kim, Seongdong;Lee, Myounjae
    • Journal of Korea Game Society
    • /
    • v.21 no.4
    • /
    • pp.109-116
    • /
    • 2021
  • In this paper, we considered that recently 3D game characters have been almost alike realistic expression because of a great mathematical computation and efficient techniques on GPU hardware. We presented the rendering technique and analysis for 3D game characters to simulate and render mathematical approach model from recent researches to perform the game engine for the surface reflection of lighting model. We compare our approach with the existing variant rendering techniques here using Open GL shader language on game engine. The experimental result will be provided the view-dependent visual appearance of variant and effective modeling characters for realistic expression using existing methods on the GPU for effective simulations and rendering process. Since there are many operations that are used redundantly while performing mathematical operations, the necessary functions and requirements have been to compute in advance.

Measurement-based Face Rendering reflecting Positional Scattering Properties (위치별 산란특성을 반영한 측정기반 얼굴 렌더링)

  • Park, Sun-Yong;Oh, Kyoung-Su
    • Journal of Korea Game Society
    • /
    • v.9 no.5
    • /
    • pp.137-144
    • /
    • 2009
  • This paper predicts 6 facial regions that may have sharply different scattering properties, rendering the face more realistically based on their diffusion profiles. The scattering properties are acquired in the form of high dynamic range by photographing the pattern formed around an unit ray incident on facial skin. The acquired data are fitted to a 'linear combination of Gaussian functions', which well approximates the original diffusion profile of skin and has good characteristics as the filter. During the process, to prevent its solutions from converging into local minima, we take advantage of the genetic algorithm to set up the initial value. Each Gaussian term is applied to the irradiance map as a filter, expressing subsurface scattering effect. In this paper, to efficiently handle the maximum 12 Gaussian filterings, we make use of the parallel capacity of CUDA.

  • PDF

A Novel Method for Material Rendering and Real Measurement of Thickness Using Ultrasound (초음파를 이용한 실측 두께 측정과 재질 렌더링)

  • Choi, Taeyoung;Chin, Seongah
    • Journal of the Institute of Electronics and Information Engineers
    • /
    • v.51 no.6
    • /
    • pp.190-197
    • /
    • 2014
  • In this paper, we present a method for optical parameter-based material rendering with measuring the thickness of a material using ultrasonic waves. Thickness is an important element in determining the reflectance and transmittance of a material along with its optical characteristics and plays a crucial role in more realistic object rendering. In studies conducted thus far, thickness has been measured and used for rendering. The proposed method is a novel method attempted for the first time ever to render a material considering the thickness of a material whose thickness cannot be measured by visual assessment, using ultrasonic waves. It was implemented by measuring the sound velocity of the reference sample and applying the results to the thickness measurement of other objects that have the same characteristics. The characteristics of the objects measured are reflected in the quality of the final rendering, thus verifying the importance of thickness in rendering.