Subsurface Scattering-Based Object Rendering Techniques for Real-Time Smartphone Games
Author(s) -
Won-Sun Lee,
Seungdo Kim,
Seongah Chin
Publication year - 2014
Publication title -
mathematical problems in engineering
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.262
H-Index - 62
eISSN - 1026-7077
pISSN - 1024-123X
DOI - 10.1155/2014/846964
Subject(s) - rendering (computer graphics) , computer science , scattering , real time rendering , computer graphics (images) , real time simulation , computer graphics , simulation , optics , physics
Subsurface scattering that simulates the path of a light through the material in a scene is one of the advanced rendering techniques in the field of computer graphics society. Since it takes a number of long operations, it cannot be easily implemented in real-time smartphone games. In this paper, we propose a subsurface scattering-based object rendering technique that is optimized for smartphone games. We employ our subsurface scattering method that is utilized for a real-time smartphone game. And an example game is designed to validate how the proposed method can be operated seamlessly in real time. Finally, we show the comparison results between bidirectional reflectance distribution function, bidirectional scattering distribution function, and our proposed subsurface scattering method on a smartphone game.
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