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CONTRIBUTIONS Skin in the œDawn  Demo Real-time computer graphics hardware has shed its traditional pipeline in which objects were transformed by a matrix, described by textures in rigid ways and lit by a series of virtual lights. Graphics Processing Units (GPUs) have become programmable, enabling us to create custom shaders for a rich variety of effects previously only available in offline rendering tools. What follows is chapter three from a book entitled GPU Gems, a book that explores a variety of techniques made possible by programmable graphics hardware. In particular, the chapter describes the skin shader used in NVIDIA's "Dawn" real-time demo, which was featured at the SIGGRAPH 2003 Electronic Theater. While the intent of this particular chapter was to describe how programmable hardware could be used to simulate human skin, the flexibility offered by programmable hardware has many ramifications. Both commercially available modeling packages like 3D Studio Max and Maya as well as in-house tools used by movie studios have incorporated this feature set, mitigating the need for hours of rendering to see what the final frames will look like. CAD applications, including CATIA and SolidWorks, use these recent advances in real-time computer graphics to give

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Skin in the Dawn demo

Beeson, Curtis; Bjorke, Kevin
ACM SIGGRAPH Computer Graphics , Volume 38 (2)
Association for Computing MachineryMay 1, 2004

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