Showing posts with label dynamixyz graphics skin rendering environment lighting spherical harmonics. Show all posts
Showing posts with label dynamixyz graphics skin rendering environment lighting spherical harmonics. Show all posts

Dec 12, 2010

Skin rendering - environment lighting

In parallel to the development of the graphical pipeline of Dynamixyz, my work also involved some R&D on rendering. I may show some of my work here when my technical director allows me to do it.

Some results showing the GPU Gems 3 skin rendering method but this time no point or spot light: only environment lighting using spherical harmonics! Below, some screenshots showing a head model lit by its surrounding environment (with an without light directional light occlusion.) Of course, this is rendered in real-time and with gamma correction. These screenshots emphasize the importance of using a ambient lighting model that takes into account incoming light directions of the environment as well as directional occlusions.


Environment lighting with a cube-map having a
pure red color on a single face.
(left without, and right with directional light occlusion)



Environment lighting with a cube-map from Humus.
(left without, and right with directional light occlusion)

This is static and I am working on an idea to make everything dynamic. The occlusion is computed on the GPU using rasterization instead of ray tracing.

The head model is a free scan released by Infinite-Realities. Thanks to you Mr. Lee Perry Smith!