Eurographics Symposium on Rendering 2007

Eugene d'Eon | David Luebke | Eric Enderton

NVIDIA Corporation

A series of textures are computed each frame using convolution shaders on the GPU whose linear combination provides an accurate approximation of multi-layer subsurface scattering.

Abstract

Existing 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.

Paper

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Real-time Demo