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Research And Implementation Of Real-Time Realistic Rendering Technology Of Human Skin

Posted on:2021-05-14Degree:MasterType:Thesis
Country:ChinaCandidate:X Q LiFull Text:PDF
GTID:2404330611465689Subject:Software engineering
Abstract/Summary:PDF Full Text Request
In reality,the structure of human skin is complex.When light strikes the surface of the skin,the skin will produce a very complex interaction with the light.The behavior of light on the skin surface includes specular reflection,diffuse reflection,refraction,transmission and Subsurface Scattering(SSS),etc.It is usually very computationally intensive to completely simulate the true transmission process of light in human skin.In areas such as movie effects that are close to real simulation,skin rendering is generally implemented using offline rendering methods.At present,with the advent of computer graphics display cards,the realm of the game field is increasingly demanding for the realistic sense of the characters in the rendering scene.How to reduce the computational overhead and memory consumption while keeping human skin rendering as realistic as possible is one of the important directions of graphics research.In this paper,based on the research of the existing human skin rendering results,according to the skin's geometric structure,material characteristics and lighting effects,a complete realtime realistic rendering model of human skin rendering based on a variety of lighting effects is presented.This model can achieve real-time rendering on the basis of ensuring the true rendering of the skin.The complete lighting rendering model proposed in this paper mainly realizes the realistic simulation of the superposition of multiple lighting effects such as ambient light,specular reflection,subsurface scattering and transmission.For the subsurface scattering part,this paper expands the pre-integrated skin coloring algorithm,and proposes to use the selfadjusting pre-integrated skin coloring algorithm to realize the illumination calculation of subsurface scattering,so that the surface subsurface scattering effect is more realistic and reasonable.The specular reflection part of the skin surface adopts the physics-based KS(Kelemen / Szirmay-Kalos)reflection model,and uses the pre-calculated Beckman distribution function to solve the microplane normal vector distribution function.In order to improve the rendering efficiency,this paper uses the lookup table method to store the data of the preintegration lookup table of the subsurface scattering and the precomputed Beckman distribution function lookup table in the same texture,reducing the memory footprint and speeding up the rendering calculation.When expressing the back light transmission phenomenon of human skin,this paper proposes to use the pre-calculated transmission model,and also use the look-up table method to store the pre-calculated transmission results in the texture to improve the real effect and rendering rate of skin rendering.In this paper,the real-time realistic rendering lighting model of human skin based on a variety of lighting effects is implemented on the Open GL GPU programmable rendering pipeline.Through the comparative analysis of experimental results,it is verified that the lighting model proposed in this paper can achieve better rendering effects and higher rendering efficiency when rendering multiple face models in a lower hardware configuration environment.The results show that the real-time realistic rendering lighting model of human skin based on a variety of lighting effects proposed in this paper is feasible and real-time.
Keywords/Search Tags:Real-time skin rendering, Translucent materials, Subsurface scattering, Lighting model, Pre-integrated skin shading
PDF Full Text Request
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