62 research outputs found

    Skin microstructure deformation with displacement map convolution

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    A Biophysically-Based Model of the Optical Properties of Skin Aging

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    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

    The Impact of Surface Normals on Appearance

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    The appearance of an object is the result of complex light interaction with the object. Beyond the basic interplay between incident light and the object\u27s material, a multitude of physical events occur between this illumination and the microgeometry at the point of incidence, and also beneath the surface. A given object, made as smooth and opaque as possible, will have a completely different appearance if either one of these attributes - amount of surface mesostructure (small-scale surface orientation) or translucency - is altered. Indeed, while they are not always readily perceptible, the small-scale features of an object are as important to its appearance as its material properties. Moreover, surface mesostructure and translucency are inextricably linked in an overall effect on appearance. In this dissertation, we present several studies examining the importance of surface mesostructure (small-scale surface orientation) and translucency on an object\u27s appearance. First, we present an empirical study that establishes how poorly a mesostructure estimation technique can perform when translucent objects are used as input. We investigate the two major factors in determining an object\u27s translucency: mean free path and scattering albedo. We exhaustively vary the settings of these parameters within realistic bounds, examining the subsequent blurring effect on the output of a common shape estimation technique, photometric stereo. Based on our findings, we identify a dramatic effect that the input of a translucent material has on the quality of the resultant estimated mesostructure. In the next project, we discuss an optimization technique for both refining estimated surface orientation of translucent objects and determining the reflectance characteristics of the underlying material. For a globally planar object, we use simulation and real measurements to show that the blurring effect on normals that was observed in the previous study can be recovered. The key to this is the observation that the normalization factor for recovered normals is proportional to the error on the accuracy of the blur kernel created from estimated translucency parameters. Finally, we frame the study of the impact of surface normals in a practical, image-based context. We discuss our low-overhead, editing tool for natural images that enables the user to edit surface mesostructure while the system automatically updates the appearance in the natural image. Because a single photograph captures an instant of the incredibly complex interaction of light and an object, there is a wealth of information to extract from a photograph. Given a photograph of an object in natural lighting, we allow mesostructure edits and infer any missing reflectance information in a realistically plausible way

    Example-Based Microstructure Rendering with Constant Storage

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    International audienceRendering glinty details from specular microstructure enhances the level of realism, but previous methods require heavy storage for the high-resolution height field or normal map and associated acceleration structures. In this article, we aim at dynamically generating theoretically infinite microstructure, preventing obvious tiling artifacts, while achieving constant storage cost. Unlike traditional texture synthesis, our method supports arbitrary point and range queries, and is essentially generating the microstructure implicitly. Our method fits the widely used microfacet rendering framework with multiple importance sampling (MIS), replacing the commonly used microfacet normal distribution functions (NDFs) like ground glass distribution (GGX) by a detailed local solution, with a small amount of runtime performance overhead

    GRAB: A Dataset of Whole-Body Human Grasping of Objects

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    Training computers to understand, model, and synthesize human grasping requires a rich dataset containing complex 3D object shapes, detailed contact information, hand pose and shape, and the 3D body motion over time. While "grasping" is commonly thought of as a single hand stably lifting an object, we capture the motion of the entire body and adopt the generalized notion of "whole-body grasps". Thus, we collect a new dataset, called GRAB (GRasping Actions with Bodies), of whole-body grasps, containing full 3D shape and pose sequences of 10 subjects interacting with 51 everyday objects of varying shape and size. Given MoCap markers, we fit the full 3D body shape and pose, including the articulated face and hands, as well as the 3D object pose. This gives detailed 3D meshes over time, from which we compute contact between the body and object. This is a unique dataset, that goes well beyond existing ones for modeling and understanding how humans grasp and manipulate objects, how their full body is involved, and how interaction varies with the task. We illustrate the practical value of GRAB with an example application; we train GrabNet, a conditional generative network, to predict 3D hand grasps for unseen 3D object shapes. The dataset and code are available for research purposes at https://grab.is.tue.mpg.de.Comment: ECCV 202

    BRDF representation and acquisition

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    Photorealistic rendering of real world environments is important in a range of different areas; including Visual Special effects, Interior/Exterior Modelling, Architectural Modelling, Cultural Heritage, Computer Games and Automotive Design. Currently, rendering systems are able to produce photorealistic simulations of the appearance of many real-world materials. In the real world, viewer perception of objects depends on the lighting and object/material/surface characteristics, the way a surface interacts with the light and on how the light is reflected, scattered, absorbed by the surface and the impact these characteristics have on material appearance. In order to re-produce this, it is necessary to understand how materials interact with light. Thus the representation and acquisition of material models has become such an active research area. This survey of the state-of-the-art of BRDF Representation and Acquisition presents an overview of BRDF (Bidirectional Reflectance Distribution Function) models used to represent surface/material reflection characteristics, and describes current acquisition methods for the capture and rendering of photorealistic materials

    BRDF Representation and Acquisition

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    Photorealistic rendering of real world environments is important in a range of different areas; including Visual Special effects, Interior/Exterior Modelling, Architectural Modelling, Cultural Heritage, Computer Games and Automotive Design. Currently, rendering systems are able to produce photorealistic simulations of the appearance of many real-world materials. In the real world, viewer perception of objects depends on the lighting and object/material/surface characteristics, the way a surface interacts with the light and on how the light is reflected, scattered, absorbed by the surface and the impact these characteristics have on material appearance. In order to re-produce this, it is necessary to understand how materials interact with light. Thus the representation and acquisition of material models has become such an active research area. This survey of the state-of-the-art of BRDF Representation and Acquisition presents an overview of BRDF (Bidirectional Reflectance Distribution Function) models used to represent surface/material reflection characteristics, and describes current acquisition methods for the capture and rendering of photorealistic materials

    Sensory Communication

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    Contains table of contents for Section 2, an introduction and reports on twelve research projects.National Institutes of Health Grant 5 R01 DC00117National Institutes of Health Contract 2 P01 DC00361National Institutes of Health Grant 5 R01 DC00126National Institutes of Health Grant R01-DC00270U.S. Air Force - Office of Scientific Research Contract AFOSR-90-0200National Institutes of Health Grant R29-DC00625U.S. Navy - Office of Naval Research Grant N00014-88-K-0604U.S. Navy - Office of Naval Research Grant N00014-91-J-1454U.S. Navy - Office of Naval Research Grant N00014-92-J-1814U.S. Navy - Naval Training Systems Center Contract N61339-93-M-1213U.S. Navy - Naval Training Systems Center Contract N61339-93-C-0055U.S. Navy - Naval Training Systems Center Contract N61339-93-C-0083U.S. Navy - Office of Naval Research Grant N00014-92-J-4005U.S. Navy - Office of Naval Research Grant N00014-93-1-119
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