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Abstract We propose a novel skin shader which translates the simulation of subsurface scattering from texture space to a screen-space diffusion approximation. It naturally scales well while maintaining a perceptually plausible result. This technique allows us to ensure real-time performance even when several characters may appear on screen at the same time. The visual realism of the resulting imag
In this important moment of my life, the day has come to end my skin research in order to take a new professional direction. These last months I’ve learned a very important lesson: efforts towards rendering ultra realistic skin are futile if they are not coupled with HDR, high quality bloom, depth of field, film grain, tone mapping, ultra high quality models, parametrization maps, high quality sha
Computer Graphics Forum, Vol. 31(2), EUROGRAPHICS 2012
Abstract For more than a decade, Supersample Anti-Aliasing (SSAA) and Multisample Anti-Aliasing (MSAA) have been the gold standard antialiasing solution in games. However, these techniques are not well suited for deferred shading or fixed environments like the current generation of consoles. In the last years, Industry and Academia have begun to explore alternative approaches, where anti-aliasing
Important Information This technique has been upgraded, checkout our newer SMAA technique! In order to avoid further confusion between the different MLAA implementations, we named ours Jimenez's MLAA. We encourage referring to our technique with this name. News
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