As I've mentioned before, I'm implementing Zinke's dual scattering paper in CIS660 (which means I'll be able to kill two hair renderers with one stone, so to speak). That being said, the Zinke paper is a hefty one. Very dense. I've read through it several times and watched the presentation video twice...and even after all of that, I'm still trying to wrap my head around the math involved. I'm definitely getting the main points though. For example: depth map = way to cheat global multiple scattering = can get one from the GPU. So, my plan for approaching the rendering side of things is to see if I can grab a depth map from the CPU /GPU and use it to add shading to a solid color (the hair color). Hopefully this will give me an okay starting point (though not very shiny) for hair rendering. After that, it's a matter of implementing Marschner's single scattering model (to insert reflections). My goal is to have a couple renders to show in time for the Alpha Review (Mark II) on 3/19! Alas, my other goals are still up in the air at this point...other class projects are really cutting into my time. I'm going to try to get back up to speed before the 19th, though.
In the meantime, I figured it might be worthwhile to post my CIS660 overview presentation of Zinke's paper. Dual scattering is quite a clever concept, in my opinion...
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