This is my Realtime SSS skin Demo. It is using Translucent Shadow Maps(TSM) to calculate the Subsurface Scattering for every vertex, via the Vertex Texture Fetch(VTF) technology of Shader Model 3.0. VTF allows sampling textures at the vertex processing stage.
This demo runs at the window size of 1024*768, and the 4x Anti-aliasing mode of the video card is open. The stable FPS is about 60. Because all data required in the Subsurface Scattering computation are calculated in the fly, this algorithm allows for the Subsurface Scattering rendering on arbitrary animated meshes in real-time(also allows for the animation of the light source and viewpoint).
Some screenshots:


本演示使用透射阴影贴图(TSM)通过顶点纹理取样(VTF)技术计算每个顶点的次表面散射效果。该技术允许在任意动画网格上实时渲染次表面散射,并支持光源和视点动画。

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