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[Vimeo] Separable Subsurface Scattering. Impressive skin rendering in real time. - Page 4

post #31 of 42
This is the video page, read the description... you can run the demo as well (I plan on running it soon as the download finishes).

http://vimeo.com/36048029
Quote:
Source code available on GitHub:
github.com/iryoku/separable-sss

More info on my original blog post:
iryoku.com/separable-sss-released

Blue-ray quality movie mirror:
iryoku.com/separable-sss/downloads/Separable-SSS.mp4

The 3D head scan used for this demo was obtained from Infinite Realities (thanks!):
ir-ltd.net/infinite-3d-head-scan-released

Music from "Transformers: The Score", composed by Steve Jablonsky: The All Spark.
 
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post #32 of 42
As incredible as this is (and it is pretty incredible), don't be too excited, you won't see this in games for awhile. Stuff like this uses quite a bit of memory for textures I would imagine, and it's completely static, animating something this detailed would require quite a few bones, and thus resources to run in real-time. A game might be able to get something like this, but there wouldn't be much else in the scene at all. Once you throw in surroundings, other characters, etc, you no longer have the resources for something this realistic. However, detail like this is the future. In 10-15 years this could be standard for all characters in games, and of course way more detail on everything else in the game. In fact, in 10-15 years detail like this may not come from rasterization techniques, but rather real-time ray tracing, which is probably the next evolution in real-time computer graphics.
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post #33 of 42
Quote:
Originally Posted by Chobbit View Post

Really detailed work, did anyone else think the model had an extremely long neck though?

turtle turtle!
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post #34 of 42
Could already tell that it was rendered. The shadow casting under his left eye was too defined in the beginning. Looks like they need to read up on what an umbra and penumbra are tongue.gif

In all seriousness though, this is very nice. Puts the tech behind the CG in Tron: Legacy a few leagues down. I wonder how long it took to create and render the model.
post #35 of 42
Quote:
Originally Posted by uncholowapo View Post

Could already tell that it was rendered. The shadow casting under his left eye was too defined in the beginning. Looks like they need to read up on what an umbra and penumbra are tongue.gif
In all seriousness though, this is very nice. Puts the tech behind the CG in Tron: Legacy a few leagues down. I wonder how long it took to create and render the model.

Creation, I'm not sure, but the render is done in real-time, that's the most impressive part about it, IMO.
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post #36 of 42
Quote:
Originally Posted by tx-jose View Post

BF4 anyone?? lol
No no, The Witcher 3. thumb.gif
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post #37 of 42
Why doesn't the model have any eye lashes? Kinda strange don't you think? thinking.gif

About to download the demo. This looks absolutely fantastic! thumb.gif
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post #38 of 42
Other than the fact that the texture and mapping themselves are probably very hi-res and detailed, I don't see how this is different from existing subsurface scattering skin shaders. Can someone explain?
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post #39 of 42
Quote:
Originally Posted by lordikon View Post

As incredible as this is (and it is pretty incredible), don't be too excited, you won't see this in games for awhile. Stuff like this uses quite a bit of memory for textures I would imagine, and it's completely static, animating something this detailed would require quite a few bones, and thus resources to run in real-time. A game might be able to get something like this, but there wouldn't be much else in the scene at all. Once you throw in surroundings, other characters, etc, you no longer have the resources for something this realistic. However, detail like this is the future. In 10-15 years this could be standard for all characters in games, and of course way more detail on everything else in the game. In fact, in 10-15 years detail like this may not come from rasterization techniques, but rather real-time ray tracing, which is probably the next evolution in real-time computer graphics.

And yet I bet that Valve will amaze us with something like this with Half-Life 3 in a few months. Don't forget that using tessellation in DX11 (in an efficient manner, not like in Crysis 2) will lessen that burden. If they managed to do what they did with Half-Life 2 when there were only single core CPUs and GPUs were far less powerful and we were still on AGP, which meant we didn't even have SLI (Nvidia's version, of course) or Crossfire, imagine what they can do with the horsepower available today.

 
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post #40 of 42
No one noticed the absence of eyelashes?
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