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Sub-surface Scattering
Subsurface scattering (SSS), also known as subsurface light transport (SSLT), is a mechanism of light transport in which light that penetrates the surface of a translucent object is scattered by interacting with the material and exits the surface potentially at a different point. Light generally penetrates the surface and gets scattered a number of times at irregular angles inside the material before passing back out of the material at a different angle than it would have had if it had been reflected ''directly'' off the surface. Subsurface scattering is important for realistic 3D computer graphics, being necessary for the rendering of materials such as marble, skin, leaves, wax and milk. If subsurface scattering is not implemented, the material may look unnatural, like plastic or metal. Rendering techniques To improve rendering efficiency, many real-time computer graphics algorithms only compute the reflectance at the *surface* of an object. In reality, many materials are ...
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Skin Subsurface Scattering
Skin is the layer of usually soft, flexible outer Tissue (biology), tissue covering the body of a vertebrate animal, with three main functions: protection, regulation, and sensation. Other cuticle, animal coverings, such as the arthropod exoskeleton, have different cellular differentiation, developmental origin, structure and chemical composition. The adjective cutaneous means "of the skin" (from Latin ''cutis'' 'skin'). In mammals, the skin is an organ (anatomy), organ of the integumentary system made up of multiple layers of ectodermal tissue (biology), tissue and guards the underlying muscles, bones, ligaments, and internal organs. Skin of a different nature exists in amphibians, reptiles, and birds. Skin (including cutaneous and subcutaneous tissues) plays crucial roles in formation, structure, and function of extraskeletal apparatus such as horns of bovids (e.g., cattle) and rhinos, cervids' antlers, giraffids' ossicones, armadillos' osteoderm, and os penis/os clitoris. Al ...
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Blender 3D: Noob To Pro/Subsurface Scattering
A blender (sometimes called a mixer (from Latin ''mixus, the PPP of miscere eng. to Mix)'' or liquidiser in British English) is a kitchen and laboratory appliance used to mix, crush, purée or emulsify food and other substances. A stationary blender consists of a blender container with a rotating metal or plastic blade at the bottom, powered by an electric motor that is in the base. Some powerful models can also crush ice and other frozen foods. The newer immersion blender configuration has a motor on top connected by a shaft to a rotating blade at the bottom, which can be used with any container. Characteristics Different blenders have different functions and features but product testing indicates that many blenders, even the less expensive ones, are useful for meeting many consumer needs. Features which consumers consider when purchasing a blender include the following: *large visible measurement marks *ease of use *low noise during usage *power usage (typically 300–1000 ...
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Bidirectional Scattering Distribution Function
The definition of the BSDF (bidirectional scattering distribution function) is not well standardized. The term was probably introduced in 1980 by Bartell, Dereniak, and Wolfe. Most often it is used to name the general mathematical function which describes the way in which the light is scattered by a surface. However, in practice, this phenomenon is usually split into the reflected and transmitted components, which are then treated separately as BRDF (bidirectional reflectance distribution function) and BTDF (bidirectional transmittance distribution function). * BSDF is a superset and the generalization of the BRDF and BTDF. The concept behind all BxDF functions could be described as a black box with the inputs being any two angles, one for incoming (incident) ray and the second one for the outgoing (reflected or transmitted) ray at a given point of the surface. The output of this black box is the value defining the ratio between the incoming and the outgoing light energy for the ...
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Light Map
A lightmap is a data structure used in lightmapping, a form of surface caching in which the brightness of surfaces in a virtual scene is pre-calculated and stored in texture maps for later use. Lightmaps are most commonly applied to static objects in applications that use real-time 3D computer graphics, such as video games, in order to provide lighting effects such as global illumination at a relatively low computational cost. History John Carmack's '' Quake'' was the first computer game to use lightmaps to augment rendering. Before lightmaps were invented, realtime applications relied purely on Gouraud shading to interpolate vertex lighting for surfaces. This only allowed low frequency lighting information, and could create clipping artifacts close to the camera without perspective-correct interpolation. Discontinuity meshing was sometimes used especially with radiosity solutions to adaptively improve the resolution of vertex lighting information, however the additional ...
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Texture Mapping
Texture mapping is a term used in computer graphics to describe how 2D images are projected onto 3D models. The most common variant is the UV unwrap, which can be described as an inverse paper cutout, where the surfaces of a 3D model are cut apart so that it can be unfolded into a 2D coordinate space (UV Space). Semantic Texture mapping can both refer to the task of unwrapping a 3D model, the abstract that a 3D model has textures applied to it and the related algorithm of the 3D software. Texture map refers to a Raster graphics also called image, texture. If the texture stores a specific property it's also referred to as color map, roughness map, etc. The coordinate space which converts from the 3D space of a 3D model into a 2D space so that it can sample from the Texture map is called: UV Space, UV Coordinates, Texture Space. Algorithm A simplified explanation of how an algorithm could work to render an image: # For each pixel we trace the coordinates of the screen ...
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The Matrix Reloaded
''The Matrix Reloaded'' is a 2003 American science fiction action film written and directed by the Wachowskis. It is the sequel to ''The Matrix'' (1999) and the second installment in the ''Matrix'' film series. The film stars Keanu Reeves, Laurence Fishburne, Carrie-Anne Moss, Hugo Weaving, and Gloria Foster who reprise their roles from the previous film, with Jada Pinkett Smith joining the cast. In the film, Neo, Morpheus, and Trinity attempt to reach the Source of the Matrix to end the war as Zion prepares for an invasion from the machines. The film premiered on May 7, 2003, in Westwood, Los Angeles, California, and had its worldwide release by Warner Bros. Pictures on May 15, 2003, including a screening out of competition at the 2003 Cannes Film Festival. The video game ''Enter the Matrix'' and '' The Animatrix'', a collection of short animations, supported and expanded the film's story. The film received generally positive reviews from critics, although most fel ...
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Texture Space
Texture mapping is a term used in computer graphics to describe how 2D images are projected onto 3D models. The most common variant is the UV unwrap, which can be described as an inverse paper cutout, where the surfaces of a 3D model are cut apart so that it can be unfolded into a 2D coordinate space (UV Space). Semantic Texture mapping can both refer to the task of unwrapping a 3D model, the abstract that a 3D model has textures applied to it and the related algorithm of the 3D software. Texture map refers to a Raster graphics also called image, texture. If the texture stores a specific property it's also referred to as color map, roughness map, etc. The coordinate space which converts from the 3D space of a 3D model into a 2D space so that it can sample from the Texture map is called: UV Space, UV Coordinates, Texture Space. Algorithm A simplified explanation of how an algorithm could work to render an image: # For each pixel we trace the coordinates of the screen ...
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Depth Peeling
In computer graphics, depth peeling is a method of order-independent transparency Order-independent transparency (OIT) is a class of techniques in rasterization, rasterisational computer graphics for rendering Transparency (graphic), transparency in a 3D scene, which do not require rendering geometry in sorted order for alpha co .... Depth peeling has the advantage of being able to generate correct results even for complex images containing intersecting transparent objects. Method Depth peeling works by rendering the image multiple times. Depth peeling uses two Z buffers, one that works conventionally, and one that is not modified, and sets the ''minimum'' distance at which a fragment can be drawn without being discarded. For each pass, the previous pass' conventional Z-buffer is used as the minimal Z-buffer, so each pass draws what was "behind" the previous pass. The resulting images can be combined to form a single image. References Computer graphics {{Compu-graphics- ...
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Jade
Jade is an umbrella term for two different types of decorative rocks used for jewelry or Ornament (art), ornaments. Jade is often referred to by either of two different silicate mineral names: nephrite (a silicate of calcium and magnesium in the amphibole group of minerals), or jadeite (a silicate of sodium and aluminum in the pyroxene group of minerals). Nephrite is typically green, although may be yellow, white or black. Jadeite varies from white or near-colorless, through various shades of green (including an emerald green, termed 'imperial'), to Lavender (color), lavender, yellow, orange, brown and black. Rarely it may be blue. Both of these names refer to their use as gemstones, and each has a mineralogically more specific name. Both the amphibole jade (nephrite) and pyroxene jade are mineral aggregates (rocks) rather than mineral species. Nephrite was deprecated by the International Mineralogical Association as a mineral species name in 1978 (replaced by tremolite). The ...
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Projective Texture Mapping
Projective texture mapping is a method of texture mapping that allows a textured image to be projected onto a scene as if by a slide projector. Projective texture mapping is useful in a variety of lighting techniques and it is the starting point for shadow mapping. Projective texture mapping is essentially a special matrix Matrix (: matrices or matrixes) or MATRIX may refer to: Science and mathematics * Matrix (mathematics), a rectangular array of numbers, symbols or expressions * Matrix (logic), part of a formula in prenex normal form * Matrix (biology), the m ... transformation which is performed per-vertex and then linearly interpolated as standard texture mapping. Fixed function pipeline approach Historically, using projective texture mapping involved considering a special form of eye linear texture coordinate generation transform (''tcGen'' for short). This transform was then multiplied by another matrix representing the projector's properties which were stored in t ...
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