{"id":479,"date":"2012-11-05T11:13:19","date_gmt":"2012-11-05T11:13:19","guid":{"rendered":"http:\/\/lousodrome.net\/blog\/light\/?p=479"},"modified":"2012-11-05T11:13:19","modified_gmt":"2012-11-05T11:13:19","slug":"reading-list-on-skin-rendering","status":"publish","type":"post","link":"http:\/\/lousodrome.net\/blog\/light\/2012\/11\/05\/reading-list-on-skin-rendering\/","title":{"rendered":"Reading list on skin rendering"},"content":{"rendered":"<p>Skin rendering is really not my thing. Yet. I have too much figuring out rendering of opaque materials already to deal with ones exhibiting sub-surface scattering. But I got trapped reading one article and then another.. and before I knew I had a list I wanted to note for later reference.<\/p>\n<ul>\n<li>The <a href=\"http:\/\/www.nvidia.com\/coolstuff\/demos#!\/human-head\">NVidia Human Head demo<\/a>, featuring Doug Jones, referred by many as the golden standard of real-time skin rendering (article in <a href=\"http:\/\/http.developer.nvidia.com\/GPUGems3\/gpugems3_ch14.html\">Chapter 14 of GPU Gems 3<\/a>).<\/li>\n<li>In 2009, Jorge Jimenez et al. published a paper presenting a <a href=\"http:\/\/www.iryoku.com\/sssss\/\">Screen Space Sub-Surface Scattering<\/a> technique (<a href=\"http:\/\/www.iryoku.com\/screen-space-subsurface-scattering\">blog post<\/a>).<\/li>\n<li>He later published another paper in 2010 on <a href=\"http:\/\/www.iryoku.com\/translucency\/\">skin translucency<\/a>, and finally released his <a href=\"http:\/\/www.iryoku.com\/separable-sss-released\">separable sub-surface scattering demo<\/a> last year.<\/li>\n<li>At the <a href=\"http:\/\/advances.realtimerendering.com\/s2010\/index.html\">Advances in Real-Time Rendering course<\/a> of SIGGRAPH 2010, John Hable presented the techniques used to render characters in Uncharted 2 (<a href=\"http:\/\/advances.realtimerendering.com\/s2010\/Hable-Uncharted2(SIGGRAPH%202010%20Advanced%20RealTime%20Rendering%20Course).pptx\">PowerPoint slides<\/a>, <a href=\"http:\/\/advances.realtimerendering.com\/s2010\/Hable-Uncharted2%28SIGGRAPH%202010%20Advanced%20RealTime%20Rendering%20Course%29.pdf\">PDF version<\/a>,\u00a0<a href=\"http:\/\/www.slideshare.net\/ozlael\/hable-uncharted2siggraph20201020-advanced20realtime20rendering20course\">presentation on SlideShare<\/a>).<\/li>\n<li>Next year at <a href=\"http:\/\/advances.realtimerendering.com\/s2011\/\">the same SIGGRAPH course<\/a>, <a href=\"http:\/\/www.ericpenner.net\/portfolio\/\">Eric Penner<\/a> presented a technique called pre-integrated skin rendering (<a href=\"http:\/\/advances.realtimerendering.com\/s2011\/Penner%20-%20Pre-Integrated%20Skin%20Rendering%20(Siggraph%202011%20Advances%20in%20Real-Time%20Rendering%20Course).pptx\">PowerPoint slides<\/a>, <a href=\"http:\/\/www.slideshare.net\/leegoonz\/penner-preintegrated-skin-rendering-siggraph-2011-advances-in-realtime-rendering-course\">presentation on SlideShare<\/a>).<\/li>\n<li>Skin rendering is also an recurring topic on <a href=\"https:\/\/twitter.com\/kenpex\">Angelo Pesce<\/a>&#8216;s blog: <a href=\"http:\/\/c0de517e.blogspot.jp\/2011\/12\/three-skin-rendering-horrors-you-want.html\">here<\/a> and <a href=\"http:\/\/c0de517e.blogspot.jp\/2010\/03\/skin.html\">here<\/a> as well as <a href=\"http:\/\/c0de517e.blogspot.jp\/2011\/09\/mathematica-and-skin-rendering.html\">here<\/a> and <a href=\"http:\/\/c0de517e.blogspot.jp\/2012\/11\/addendum-to-mathematica-and-skin.html\">here<\/a>.<\/li>\n<\/ul>\n<p>Many links missing, as I&#8217;m not done checking the major techniques mentioned in the presentations, but perfect is the enemy of good after all.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Skin rendering is really not my thing. Yet. I have too much figuring out rendering of opaque materials already to deal with ones exhibiting sub-surface scattering. But I got trapped reading one article and then another.. and before I knew &hellip; <a href=\"http:\/\/lousodrome.net\/blog\/light\/2012\/11\/05\/reading-list-on-skin-rendering\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[17],"tags":[267,34,265,266,99,264,98,268],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v20.13 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Reading list on skin rendering &ndash; Light is beautiful<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/lousodrome.net\/blog\/light\/2012\/11\/05\/reading-list-on-skin-rendering\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Reading list on skin rendering &ndash; Light is beautiful\" \/>\n<meta property=\"og:description\" content=\"Skin rendering is really not my thing. 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