Description: Subsurface scattering is a rendering technique used in computer graphics that simulates how light interacts with translucent materials. Unlike opaque materials, where light is reflected or absorbed at the surface, in translucent materials, light can penetrate the surface and scatter within. This technique is crucial for achieving visual realism in the representation of objects like skin, wax, marble, and other materials that exhibit some opacity. Subsurface scattering allows artists and game developers to create more convincing visual effects, as it reproduces how light behaves in real life, providing a sense of depth and texture that would otherwise be difficult to achieve. Modern graphics engines have integrated this technique into their rendering systems, allowing developers to apply subsurface scattering effects more accessibly and efficiently. In summary, subsurface scattering is an essential tool in creating realistic graphics, enhancing the visual quality of games and interactive applications.
History: The subsurface scattering technique began to develop in the 1990s when computer graphics sought ways to represent more realistic materials. One significant milestone was the work of Henrik Wann Jensen, who in 1996 presented a mathematical model to simulate light scattering in translucent materials. This model was fundamental for the development of algorithms that allowed graphics engines to implement this technique effectively. Over the years, subsurface scattering has evolved and become more accessible thanks to advancements in hardware and software, allowing its use in real-time in video games and interactive applications.
Uses: Subsurface scattering is primarily used in creating realistic graphics in video games and animated films. It is especially useful for representing materials like human skin, where light penetrates and scatters, creating a more natural effect. It is also applied in the representation of other translucent materials such as wax, marble, and certain types of plastics. Additionally, it is used in architectural simulations and product visualizations to enhance visual quality and material perception.
Examples: A notable example of subsurface scattering can be found in the video game ‘The Last of Us Part II’, where it is used to realistically represent the skin of the characters. Another case is the movie ‘Avatar’, which employed this technique to create stunning visual effects on the Na’vi characters. Additionally, in various graphics engines, shaders have been implemented that allow developers to apply subsurface scattering effects to their 3D models, enhancing the visual quality of their projects.