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Chapter 14. Advanced Techniques for Realistic Real-Time Skin Rendering — d'Eon, Luebke

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Summary of full chapter read

Physically based real-time skin: specular (Kelemen/Szirmay-Kalos ≈ Torrance-Sparrow) + multilayer diffusion SSS.

Specular

~6% white dielectric Fresnel (F0≈0.028, η≈1.4). Schlick from H. Beckmann NDF via 2D lookup (m, N·H). Weyrich facial region maps for m and ρ_s. Always white specular in linear space.

Diffusion profiles

Multilayer skin needs multipole shapes (Donner & Jensen); dipole alone looks waxy. Fit R(r) as sum of Gaussians (6 for three-layer Caucasian model). Gaussians separable → hierarchical separable blurs.

Texture-space diffusion (improved Borshukov/Green)

Irradiance unwrap → stretch-correction map (ddx/ddy world) → successive 7-tap separable Gaussian blurs keeping each level → final linear combine with RGB Gaussian weights. Pre-/post-scatter color mix. Optional energy conservation via preintegrated ρ_dt(N·L, m).

Modified translucent shadow maps

For ears/nostrils: TSM stores distance + light-facing UV; thickness + Gaussian 3D separability reuses blur textures for transmission. Distance correction and blurred thickness reduce artifacts.

Also

Sum-of-Gaussians accelerates HDR bloom (2 Gaussians ≈ (1−r/d)⁴). Seams need special handling.

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