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2013 (Vol. 6, Issue: 09)
Article Information:

Fast Rendering of Realistic Virtual Character in Game Scene

Mengzhao Yang and Kuanquan Wang
Corresponding Author:  Mengzhao Yang 

Key words:  Real-time rendering, skin appearance, surface details approximation, wrap lighting, , ,
Vol. 6 , (09): 1653-1657
Submitted Accepted Published
January 07, 2013 January 31, 2013 July 15, 2013
Abstract:

Human skin is made up of multiple translucent layers and rendering of skin appearance usually acquire complex modeling and massive calculation. In some practical applications such as 3D game development, we not only approximate the realistic looking skin but also develop efficient method to implement easily for meeting needs of real-time rendering. In this study, we solve the problem of wrap lighting and introduce a surface details approximation method to give realistic rendering of virtual character. Our method considers that different thicknesses of geometry on the skin surface can result in different scattering degree of incident light and so pre-calculate the diffuse falloff into a look-up texture. Also, we notice that scattering is strongly color dependent and small bumps are common on the skin surface and so pre-soften the finer details on the skin surface according to the R/G/B channel. At last, we linearly interpolate the diffuse lighting with different scattering degree from the look-up texture sampled with the curvature and NdotL. Experiment results show that the proposed approach yields realistic virtual character and obtains high frames per second in real-time rendering.
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  Cite this Reference:
Mengzhao Yang and Kuanquan Wang, 2013. Fast Rendering of Realistic Virtual Character in Game Scene.  Research Journal of Applied Sciences, Engineering and Technology, 6(09): 1653-1657.
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ISSN (Online):  2040-7467
ISSN (Print):   2040-7459
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