An advanced CG effect to represent more natural reflections.
SUBSURFACE SCATTERING
Another lighting technique that's
starting to cross over from film to real-time 3D is subsurface
scattering. Subsurface scattering refers to the way in which
translucent material responds when a beam of light is shone at it; some
of the light is reflected by the surface, while some partly permeates
the surface layer and is reflected at all sorts of strange angles
inside the material. This is particularly important when rendering skin
in films, as the nature of skin means that it needs subsurface
scattering to prevent it from looking shiny and unrealistic. A great
example of subsurface scattering in action is in Gollum's skin in 'The
Lord of the Rings' films.
Subsurface scattering is a new area
for games, but it isn't beyond the realms of possibility. When Nvidia
launched the GeForce 8800 Ultra, it showed off the GPU's potential with
its Human Head demo. Even Cinesite's Simon Maddocks describes the demo
as 'tremendous'. You can download it from nzone
to see it in action. In order to replicate a human head, the demo uses
a standard 'sum of Gaussians' formulation of subsurface scattering and
HDR lighting; the amount of off-screen texture rendering means that the
GPU effectively has to process an incredible 1.2 billion pixels a
second.
The demo is very demanding, and a little clunky even
when running on a GeForce 8800 Ultra, but the level of detail is simply
incredible for real-time rendering. Of course, it will be a few years
before we see this level of lighting and detail when there are several
game characters on-screen at the same time, but the Human Head demo
shows that real-time subsurface scattering isn't impossible.
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