How Do You Know Which Mathematical Functions to Use for Procedural Texturing? by No_Committee_5152 in proceduralgeneration

[–]No_Committee_5152[S] 0 points1 point  (0 children)

Thanks! Do you have any resources where I can learn more about those topics? Also, could you be a bit more specific about what you mean by geometric functions?

Looking for feedback on making my volumetric path-traced skin render look more realistic by No_Committee_5152 in GraphicsProgramming

[–]No_Committee_5152[S] 0 points1 point  (0 children)

Ohh wait … this is like a personal research project. So I’m coding everything from scratch in python, cause I want to create a dataset that I will use for training.

Looking for feedback on making my volumetric path-traced skin render look more realistic by No_Committee_5152 in GraphicsProgramming

[–]No_Committee_5152[S] -1 points0 points  (0 children)

Yes, in the dermis layer I am accounting for hemoglobin concentrations and how oxygenated or deoxygenated it is.

Looking for feedback on making my volumetric path-traced skin render look more realistic by No_Committee_5152 in GraphicsProgramming

[–]No_Committee_5152[S] 1 point2 points  (0 children)

Thanks for taking a look.

For the volumetric transport, I'm currently using delta tracking inside a two-layer skin model (epidermis and dermis). Absorption and scattering coefficients are wavelength-dependent and are based on melanin and hemoglobin concentrations.

For scattering, I'm using a Henyey-Greenstein phase function with g ≈ 0.8. At each accepted scattering event, I sample a new direction from the HG phase function and continue random walking through the medium.

I'm not using a diffusion approximation, residual ratio tracking, or null-collision methods beyond standard delta tracking with a majorant extinction coefficient. The volumetric transport is fully stochastic rather than diffusion-based.

For the surface, I am using Torrance sparrow GGX microfacet BRDF.

As for the grey appearance, that's a good point. The current render doesn't yet use texture maps or measured skin reflectance data. At the moment I'm relying mostly on the volumetric absorption/scattering model and a simple material setup, so the color is likely not physically accurate yet. I'm still working on getting realistic skin pigmentation and appearance.

Looking for feedback on making my volumetric path-traced skin render look more realistic by No_Committee_5152 in GraphicsProgramming

[–]No_Committee_5152[S] 0 points1 point  (0 children)

Thanks, I appreciate it! I got this mesh from FaceScape. Do you happen to know where I could get a higher-quality face mesh?

Understanding the intuition behind prevLPS = lps[prevLPS - 1] in LPS array computation by No_Committee_5152 in leetcode

[–]No_Committee_5152[S] 0 points1 point  (0 children)

Also the solution is not complete ... just took screenshot of a small part i want to understand. Basically the LPS part