Technology developed with digital art has now entered our homes and living spaces in the light of science. Digital technology blended naturally with science has formed its philosophy. The philosophy of digital art has dealt with production and presentation, and has dealt with the nature and foundations of art. Sub-surface scattering are based on the method of imitating physics rules in virtual media with the formulations that are based on science and created. The images created in the previous virtual environment were realized as technological output without observing the sub-surface scattering through observation and physics rules. This also created a virtual production output with a pattern of artificial plastic values. Sub-surface scattering in real-time interaction programs as production output have started to be handled with the methods and presentations discussed in recent years. Because the process of creating real-time images brought along speed. Given that there would be many mathematical operations on the back, this entourage encompassed a lot of space. Recently, various inputs and outputs have been designed to accommodate calculations that increase hardware speed. In addition to this, software that supports subsurface scattering started to be implemented with hardware. Technology brings innovations. These innovations address production media with virtual media in various environments. Sub-surface scatttering takes an important place in real-time rendering processes from these production outputs.
Digital Art, Sub-Surface Scattering, Ray Tracing
Author : | Hasan Dilim |
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Number of pages: | 101-111 |
DOI: | http://dx.doi.org/10.29228/usved.45856 |
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