Implementing a Practical Renderman Skin Shader
This paper presents a simple method for implementing a practical skin shader for use within a production pipeline. The method enables effects that BRDF (see introduction) models cannot capture, such as subsurface light transport within the skin. The model was designed with the purpose of providing a practical skin shader to be easily integrated into a production pipeline.
The Mental Ray Experience
The work for my Innovations project comes under two broad categories. My first idea was to look at the use, authoring and implementation of mental Ray shaders. As work on the project progressed, my work was more focussed upon skin and the techniques used in 3d computer graphics to represent it.