3,535 research outputs found
An Introduction to Light Interaction with Human Skin
Despite the notable progress in physically-based rendering, there is still a long way to go before one can automatically generate predictable images of organic materials such as human skin. In this tutorial, the main physical and biological aspects involved in the processes of propagation and absorption of light by skin tissues are examined. These processes affect not only skin appearance, but also its health. For this reason, they have also been the object of study in biomedical research. The models of light interaction with human skin developed by the biomedical community are mainly aimed at the simulation of skin spectral properties which are used to determine the concentration and distribution of various substances. In computer graphics, the focus has been on the simulation of light scattering properties that affect skin appearance. Computer models used to simulate these spectral and scattering properties are described in this tutorial, and their strengths and limitations discussed.
Keywords: natural phenomena, biologically and physically-based rendering
Unfolding the Sulcus
Sulci are localized furrows on the surface of soft materials that form by a
compression-induced instability. We unfold this instability by breaking its
natural scale and translation invariance, and compute a limiting bifurcation
diagram for sulcfication showing that it is a scale-free, sub-critical {\em
nonlinear} instability. In contrast with classical nucleation, sulcification is
{\em continuous}, occurs in purely elastic continua and is structurally stable
in the limit of vanishing surface energy. During loading, a sulcus nucleates at
a point with an upper critical strain and an essential singularity in the
linearized spectrum. On unloading, it quasi-statically shrinks to a point with
a lower critical strain, explained by breaking of scale symmetry. At
intermediate strains the system is linearly stable but nonlinearly unstable
with {\em no} energy barrier. Simple experiments confirm the existence of these
two critical strains.Comment: Main text with supporting appendix. Revised to agree with published
version. New result in the Supplementary Informatio
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A Tale of Two Planet(ary bodie)s: The Origin of Ice on Mercury and the Moon
The low obliquity of Mercury and the Moon causes topographic depressions located near their poles to cast persistent shadows, which may cold-trap volatiles for geologic time periods. Despite their similar thermal environments, telescopic and remote sensing observations have previously detected thick, pure water ice deposits near the poles of Mercury but not the Moon - where ice was found to be superficial or mixed with the regolith. This work attempts to resolve the apparent difference between the two planetary bodies employing physical models and spacecraft observations. We study how topographic roughness affects the temperature distribution and the ensuing prevalence of cold-traps, and constrain the amount, age and origin of polar ice deposits on Mercury and the Moon. Our results suggest that the difference between the amount of cold-trapped volatiles on these planetary bodies may not be as significant as previously thought, and that the presence of heavier carbonaceous volatiles on Mercury may explain the higher purity of its ice deposits relative to the Moon
A Biophysically-Based Model of the Optical Properties of Skin Aging
This paper presents a time-varying, multi-layered biophysically-based model of the optical properties of human skin, suitable for simulating appearance changes due to aging. We have identified the key aspects that cause such changes, both in terms of the structure of skin and its chromophore concentrations, and rely on the extensive medical and optical tissue literature for accurate data. Our model can be expressed in terms of biophysical parameters, optical parameters commonly used in graphics and rendering (such as spectral absorption and scattering coefficients), or more intuitively with higher-level parameters such as age, gender, skin care or skin type. It can be used with any rendering algorithm that uses diffusion profiles, and it allows to automatically simulate different types of skin at different stages of aging, avoiding the need for artistic input or costly capture processes
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Analysis of Human Faces Using a Measurement-Based Skin Reflectance Model
We have measured 3D face geometry, skin reflectance, and subsurface scattering using custom-built devices for 149 subjects of varying age, gender, and race. We developed a novel skin reflectance model whose parameters can be estimated from measurements. The model decomposes the large amount of measured skin data into a spatially-varying analytic BRDF, a diffuse albedo map, and diffuse subsurface scattering. Our model is intuitive, physically plausible, and -- since we do not use the original measured data -- easy to edit as well. High-quality renderings come close to reproducing real photographs. The analysis of the model parameters for our sample population reveals variations according to subject age, gender, skin type, and external factors (e.g., sweat, cold, or makeup). Using our statistics, a user can edit the overall appearance of a face (e.g., changing skin type and age) or change small-scale features using texture synthesis (e.g., adding moles and freckles). We are making the collected statistics publicly available to the research community for applications in face synthesis and analysis.Engineering and Applied Science
Realistic Real-Time Rendering of Global Illumination and Hair through Machine Learning Precomputations
Over the last decade, machine learning has gained a lot of traction in many areas, and with the advent of new GPU models that include acceleration hardware for neural network inference, real-time applications have also started to take advantage of these algorithms.In general, machine learning and neural network methods are not designed to run at the speeds that are required for rendering in high-performance real-time environments, except for very specific and typically limited uses. For example, several methods have been developed recently for denoising of low quality pathtraced images, or to upsample images rendered at lower resolution, that can run in real-time.This thesis collects two methods that attempt to improve realistic scene rendering in such high-performance environments by using machine learning.Paper I presents a neural network application for compressing surface lightfields into a set of unconstrained spherical gaussians to render surfaces with global illumination in a real-time environment.Paper II describes a filter based on a small convolutional neural network that can be used to denoise hair rendered with stochastic transparency in real time
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