A system for efficient rendering of human skin

Figure 1: We project multi-layer diffusion profiles onto a sumof-Gaussians basis to enable realistic rendering of human skin at 30 frames per second on a modern GPU. From left to right: Albedo (1st) and irradiance (2nd) combine to give subsurface irradiance which is then convolved with each Gaussian basis profile (3rd through 7th) and combined in a final render pass with specular (8th) to produce the final image (9th). Convolutions are performed in off-screen 2D textures but shown here mapped onto the face.

[1]  Marc Stamminger,et al.  Translucent Shadow Maps , 2003, Rendering Techniques.

[2]  Craig Donner,et al.  Light diffusion in multi-layered translucent materials , 2005, SIGGRAPH 2005.

[3]  Henrik Wann Jensen,et al.  Light diffusion in multi-layered translucent materials , 2005, ACM Trans. Graph..