09 May 2015

Realistic Surface Rendering in Computer Games

The surface of rendered objects in computer games often looks unrealistic. A new method creates much more realistic images, imitating the complex scattering processes under the surface. Overturning cars, flying missiles and airplanes speeding across the screen on modern computers, 3D objects can be calculated in a flash. However, many surfaces still look unnatural. Whether it is skin, stone or wax on the computer screen, all materials look alike, as if the objects had all been cut out of the same kind of opaque material. TU Wien (Vienna), the University of Zaragoza and the video game company Activision-Blizzard have developed a new mathematical method which makes surfaces appear much more realistic by taking into account light scattering which occurs below the surface.


When we hold our hand against the sun, it looks red along the edges, because light enters our skin. The appearance of an object is strongly influenced by scattering of light inside the material. It is called subsurface scattering. This scattering inside the object is the main reason why different surfaces can look so different. Skin does not look like wax and a plant does not look like a stone surface. Skin is particularly tricky. A face can be rendered in high resolution, with ultra-realistic details, down to single pores and tiny impurities; but this does not mean that it looks realistic. When subsurface scattering is not taken into account, even a perfectly modelled face looks as if it has been chiselled out of a dull, opaque, skin-coloured stone.

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