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Chapter 16. Real-Time Approximations to Subsurface Scattering

GPU Gems1 : Chapter 16. Real-Time Approximations to Subsurface Scattering http://http.developer.nvidia.com/GPUGems/gpugems_ch16.html 16.2 간단한 Scattering 근사화. - wrap lighting - wrap texture - diffuse lighting에 wrap effect 추가. (wrap 관련 참고 : http://mgun.tistory.com/1562 ) 기본 lambert. (Output.mDiffuse = NdotL;) lambert + wrap (wrap_diffuse = max(0, (NdotL + wrap) / (1 + wrap))) 어두운 부분에 붉은색 값을 살짝 넣어주..