Jorge Jimenez posts an update to his adventures in Screen-Space Perceptual Rendering of Human Skin with some spectacular results. Building upon the 2010 white paper technology for Real-Time Realistic Skin Translucency by Veronica Sundstedt, Diego Gutierrez, and Jorge Jimenez… Jorge teases two images one with ScreenSpace SSS and the other without noting that they are now working with the shader running in fewer passes.

On his blog Jorge Jimenez notes: “a really interesting discovery that allows our shader to run in only two passes (as any separable convolution). The results are not the same, but quite close visually! We hope it will be much more Xbox 360 EDRAM-friendly than our previous 6 pass approach, and the implementation is now easier than ever.”

Check out the post over at Jorge’s blog “REAL-TIME SKIN RENDERING ADVANCES” for the full size images comparisons and prepare to be amazed!

Jorge Jimenez will be talking about his collaborative advances in Real-Time Realistic Skin Translucency at SIGGRAPH 2011, in the session CG in Europe (Wednesday 10th from 11.30 to 12.30, in the International Center, Harbour Concourse).

1 comment

  1. Wow, just stunning… I never really understood how can game engines render out 30-60 of these stunning images per second, and my calculations take 20-30 minutes per frame?

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