Thursday, February 09 2012 @ 03:09 AM GMT
Contributed by: VRANDAS
Graphics developer Jorge Jimenez has cracked the problem of rendering what he calls "ultra realistic skin" in real-time with consumer-level computer and graphics hardware. It's a breakthrough made possible by the process of separable subsurface scattering (SSS) which quickly renders the translucent properties of skin and its effect on light in two post-processing passes. The code is based wholly on original research using DirectX 10.
Using only SSS is not sufficient for rendering realistic game character models. "Efforts towards rendering ultra realistic skin are futile if they are not coupled with HDR, high quality bloom, depth of field, film grain, tone mapping, ultra high quality models, parametrization maps, high quality shadow maps and a high quality antialiasing solution," writes Jimenez on his blog. "If you fail on any of them, the illusion of looking at a real human will be broken." The task of rendering realistic skin is especially challenging close up at 1080p, he adds.
This means more realistic looking characters got a step closer; but like always.... consumer hardware needs to be more powerful for using this kind of graphic quality in video games.