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Separable Subsurface Scatering (SSS)


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The day has come

In this important moment of my life, the day has come to end my skin research in order to take a new professional direction.

These last months I’ve learned a very important lesson: 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 (which are lacking on my demo) and a high quality antialiasing solution. If you fail on any of them, the illusion of looking at a real human will be broken. Specially on close-ups at 1080p, that is where the real skin rendering challenge is.

As some subtleties (like the film grain) are lost on the online version, I encourage to download the original blu-ray quality version below, to better appreciate the details and effects rendered (but be aware that you will need a powerful computer to play it). Please note that everything is rendered in real-time; in fact, you can also download a precompiled version of the demo (see below), which shows the shot sequence of the movie, from its beginning to its ending. The whole demo runs between 80 and 160 FPS, with an average of 112.5 FPS on my GeForce GTX 580. But it can be run in weaker configurations by using more modest settings.

The main idea behind the new separable SSS approach is that you can get very similar results to the full 12-pass approach ([Eon07]) by just using a regular two-pass setup. It can be done in screen space and is really really fast (you may want to see this related post). I hope to write something about this in the future. However, the source code of whole demo is readily available on GitHub.

For the demo I’ve used SMAA T2x, which does a very good job at dealing with shader aliasing while avoiding pre-resolve tone mapping. The demo shows the average/minumum/maximum frame rate after running the intro, which hopefully will make it useful for benchmarking GPU cards.

I think there is still a lot work to do. Probably the most important one will be rendering realistic facial hair. It will be my dream if my skin research helps to improve the rendering of humans in games; I truly believe that more realistic characters will inevitably lead to deeper storytelling, and more emotionally-driven games.


Que poder!

No link em cima, têm um link para um ficheiro interactivo (necessário DX10)... muito bom.

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Já tenho acompanhado alguns dos projectos destes tipos.. Muito À frente. Para jogos, isto tem possibilidades imensas. É de muito valor que tenham conseguido isto em render, quanto mais em real-time.

Só noto um bocadinho de flickering nos poros da pele devido à reflexão da luz, mas de resto praticamente perfeito e ainda por cima a resoluções de 1080p. Excelente mesmo thumbsup.gif

Edited by EsCk
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