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3D graphics eBook - Course Materials Repository

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Subsurface scattering 206<br />

External links<br />

• Henrik Wann Jensen's subsurface scattering website (http:/ / <strong>graphics</strong>. ucsd. edu/ ~henrik/ images/ subsurf. html)<br />

• An academic paper by Jensen on modeling subsurface scattering (http:/ / <strong>graphics</strong>. ucsd. edu/ ~henrik/ papers/<br />

bssrdf/ )<br />

• Maya Tutorial - Subsurface Scattering: Using the Misss_Fast_Simple_Maya shader (http:/ / www. highend3d.<br />

com/ maya/ tutorials/ rendering_lighting/ shaders/ 135. html)<br />

• 3d Studio Max Tutorial - The definitive guide to using subsurface scattering in 3dsMax (http:/ / www.<br />

mrbluesummers. com/ 3510/ 3d-tutorials/ 3dsmax-mental-ray-sub-surface-scattering-guide/ )<br />

Surface caching<br />

Surface caching is a computer <strong>graphics</strong> technique pioneered by John Carmack, first used in the computer game<br />

Quake to apply lightmaps to level geometry. Carmack's technique was to combine lighting information with surface<br />

textures in texture-space when primitives became visible (at the appropriate mipmap level), exploiting temporal<br />

coherence for those calculations. As hardware capable of blended multi-texture rendering (and later pixel shaders)<br />

became more commonplace, the technique became less common, being replaced with screenspace combination of<br />

lightmaps in rendering hardware.<br />

Surface caching contributed greatly to the visual quality of Quakes' software rasterized 3d engine on Pentium<br />

microprocessors, which lacked dedicated <strong>graphics</strong> instructions. .<br />

Surface caching could be considered a precursor to the more recent megatexture technique in which lighting and<br />

surface decals and other procedural texture effects are combined for rich visuals devoid of un-natural repeating<br />

artefacts.<br />

External links<br />

• Quake's Lighting Model: Surface Caching [1] - an in-depth explanation by Michael Abrash<br />

References<br />

[1] http:/ / www. bluesnews. com/ abrash/ chap68. shtml

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