Original Post
This is a technical paper of a research project. I am hoping this will
attract some attention and inspire more results.
http://jbit.net/~sparky/subsurf/cbf_skin.pdf
Essentially, it's a screen-space approach to simulate subtle effects of local subsurface scattering. Convolution is done in a separable way which makes it fast
and the cost of simulation is not affected by the amount of lights, light model or the amount of characters on screen.
The core idea to this work (which is derived in the paper) is that convolution by a Gaussian, across a surface, can be expressed as the cross bilateral filter (cbf)
in screen-space. The distinction between regular just blurring in screen-space and using the cbf is shown in figure 3. Using the idea to make results appear more skin like are shown in figures 4 and 5.
Note that these results were produced using only a single iteration of cbf.
Better results could be achieved by using multiple iterations similar to the six Gaussian used by Eugene d'Eon but this is a chosen compromise.
Enjoy!
attract some attention and inspire more results.
http://jbit.net/~sparky/subsurf/cbf_skin.pdf
Essentially, it's a screen-space approach to simulate subtle effects of local subsurface scattering. Convolution is done in a separable way which makes it fast
and the cost of simulation is not affected by the amount of lights, light model or the amount of characters on screen.
The core idea to this work (which is derived in the paper) is that convolution by a Gaussian, across a surface, can be expressed as the cross bilateral filter (cbf)
in screen-space. The distinction between regular just blurring in screen-space and using the cbf is shown in figure 3. Using the idea to make results appear more skin like are shown in figures 4 and 5.
Note that these results were produced using only a single iteration of cbf.
Better results could be achieved by using multiple iterations similar to the six Gaussian used by Eugene d'Eon but this is a chosen compromise.
Enjoy!