Bidirectional scattering distribution function: Difference between revisions

Content deleted Content added
m fixing grammar
"loses it's." should bee "loses its." Although even that is poorly formulated.
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| doi = 10.1145/344779.344855
| accessdate = "2013-07-21"}}
</ref> was one of the last key breakthroughs on the way to fully [[virtual cinematography]] with its ultra-photorealistic [[digital look-alike]]s. The team was the 1st one in the world to isolate the [[subsurface scattering]] component ( a specialized case of BTDF ) using the simplest [[light stage]], consisting on moveable light source, moveable high-res [[digital camera]], 2 [[polarizers]] in a few positions and really simple [[algorithm]]s on a modest [[computer]].<ref name="Deb2000"/> The team utilized the [[existing]] [[scientific knowledge]] that [[light]] that is reflected and scattered from the air-to-oil layer retains it's [[Polarization (waves)|polarization]] while light that travels within the [[skin]] loses it'sits.<ref name="Deb2000"/> The subsurface scattering component can be [[computer simulation|simulated]] as a steady high-scatter glow of light from within the [[3D model|model]]s, without which the skin does't just look realistic. [[ESC Entertainment]], a company set up by [[Warner Brothers Pictures]] specially to do the visual effects / virtual cinematography system for the [[Matrix Reloaded]] and [[Matrix Revolutions]] isolated the parameters for an approximate analytical BRDF which consisted of [[lambertian]] [[diffuse|diffusion]] component and a modified [[specular]] [[phong reflection model|Phong]] component with a [[Fresnel equations|Fresnel]] type of [[Visual effects|effect]].<ref name="HaD2004">{{cite web
| last = "Haber"
| first = "Jörg"