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Pseudo Subsurface Scattering for Translucent Objects

G 조. Pseudo Subsurface Scattering for Translucent Objects. Introduction Specification Background Study Implementation Conformance Schedule & Task Assignment. Introduction. 보다 현실적인 상을 만들어내기 그림자 표현 주변보다 항상 어두운 부분의 표현 반투명한 객체의 표현. Introduction Specification Background Study

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Pseudo Subsurface Scattering for Translucent Objects

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  1. G조 Pseudo Subsurface Scattering for Translucent Objects

  2. Introduction • Specification • Background Study • Implementation • Conformance • Schedule & Task Assignment

  3. Introduction • 보다 현실적인 상을 만들어내기 • 그림자 표현 • 주변보다 항상 어두운 부분의 표현 • 반투명한 객체의 표현

  4. Introduction • Specification • Background Study • Implementation • Conformance • Schedule & Task Assignment

  5. Environment • Development Environment • Microsoft Visual Studio 2010 • Direct3D 11 • C++, HLSL (shader) • Running • Windows 7 • CPU Intel i7 870 • GPU GeForce 560 • 8GB RAM

  6. Renderer Specification • Input • 3D object • Corresponding AO map & transmittance map • Output • Real-time rendered scene • User Interfaces • Move camera and light position & directionwith a keyboard or mouse

  7. Renderer Specification (contd.) • Considerations • Deferred shading • Dynamic shadow mapping • Ambient Occlusion Volume • Subsurface scattering with AOV

  8. Performance • Renderer • with 20,000-polygon obj. • 1280 x 720 • Real-time Map Generation • AmbientOcclusion map, Transmittance map • 30fps or more

  9. Introduction • Specification • Background Study • Implementation • Conformance • Schedule & Task Assignment

  10. Ambient Occlusion Volume • Contact Shadow • 주변보다 항상 어두운 부분이 존재 • Ambient Occlusion Volume • 카메라 시점에서 Contact shadow 계산 • 폴리곤의 normal벡터 방향으로 extrusion추가적 폴리곤 생성-> 객체를 포함하는 정도를 계산

  11. Ambient Occlusion Volume(contd.)

  12. Subsurface scattering with AOV • Translucent obj. • 일정 수준의 빛이 내부를 통해 산란됨 • Transmittance map • Ambient Occlusion Volume 기법을 응용 • 표면의 normal 벡터의 방향 바꾸기 • 객체의 각 표면마다 Subsurface scattering효과를 표현할 map의 형성

  13. Subsurface scattering with AOV(contd.)

  14. Introduction • Specification • Background Study • Implementation • Conformance • Schedule & Task Assignment

  15. Class Inheritance

  16. 전체 시스템 구조 1(AOV Map Generation Process)

  17. 전체 시스템 구조 2(Rendering Process)

  18. Introduction • Specification • Background Study • Implementation • Conformance • Schedule & Task Assignment

  19. 평가 기준표 달성률(1/2)

  20. 평가 기준표 달성률(2/2) • 총 합 200점 이상 시 프로젝트 성공 • 실시간 구현시 다른 항목 관계없이 프로젝트 무조건 성공

  21. Introduction • Specification • Background Study • Design • Implementation • Conformance • Schedule & Task Assignment

  22. Schedule

  23. Task Assignment • Real-Time AO,LT Map Generation & Rendering • Study • Deferred Shading • 강현석 • 강현석 • 정경훈 • 조동철 • 조동철 • 강현석 • 정경훈 • 정경훈 • Renderer Light Movement • Real Time Shadow Mapping • 조동철 • 조동철

  24. Q & A

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