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.
- The NVidia Human Head demo, featuring Doug Jones, referred by many as the golden standard of real-time skin rendering (article in Chapter 14 of GPU Gems 3).
- In 2009, Jorge Jimenez et al. published a paper presenting a Screen Space Sub-Surface Scattering technique (blog post).
- He later published another paper in 2010 on skin translucency, and finally released his separable sub-surface scattering demo last year.
- At the Advances in Real-Time Rendering course of SIGGRAPH 2010, John Hable presented the techniques used to render characters in Uncharted 2 (PowerPoint slides, PDF version, presentation on SlideShare).
- Next year at the same SIGGRAPH course, Eric Penner presented a technique called pre-integrated skin rendering (PowerPoint slides, presentation on SlideShare).
- Skin rendering is also an recurring topic on Angelo Pesce‘s blog: here and here as well as here and here.
Many links missing, as I’m not done checking the major techniques mentioned in the presentations, but perfect is the enemy of good after all.
you can add this link to the list :)
Cross Bilateral Filters for Skin Shading by Morten Mikkelsen http://jbit.net/~sparky/subsurf/cbf_skin.pdf (some comment on this here : http://filmicgames.com/archives/517)
Arf, the link seems down for now…
Thanks Sebastian for mentioning my paper.
There’s an alternative url here https://dl.dropbox.com/u/55891920/papers/cbf_skin.pdf