实用的基于测量的人体皮肤光谱绘制

Y. Gitlina, D. S. Dhillon, Jan Hansen, D. Pai, A. Ghosh
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引用次数: 2

摘要

人体皮肤的逼真外观建模是计算机图形学中具有多种应用的重要研究课题。各种基于扩散的BSSRDF模型[Jensen et al. 2001, Donner and Jensen 2005, Donner and Jensen 2006]已经被引入到图形中,以有效地模拟皮肤中的地下散射,包括建模其分层结构。然而,这些模型假设均匀的次地表散射参数,并使用反照率图产生空间颜色变化。在这项工作中,我们建立在[Donner and Jensen 2006]的光谱散射模型的基础上,并针对这种光谱BSSRDF提出了一种实用的基于测量的渲染方法。该模型假设皮肤两层(分别是表皮和真皮层)的散射可以分别用黑色素和血红蛋白的相对发色团浓度来模拟。为了驱动该模型实现逼真的渲染,我们使用现成的Miravex Antera 3D相机测量皮肤斑块,该相机使用自定义成像设置提供这些发色团浓度的空间变化地图以及相应的3D表面几何形状(见图1)。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Practical measurement-based spectral rendering of human skin
Realistic appearance modeling of human skin is an important research topic with a variety of application in computer graphics. Various diffusion based BSSRDF models [Jensen et al. 2001, Donner and Jensen 2005, Donner and Jensen 2006] have been introduced in graphics to efficiently simulate subsurface scattering in skin including modeling its layered structure. These models however assume homogeneous subsurface scattering parameters and produce spatial color variation using an albedo map. In this work, we build upon the spectral scattering model of [Donner and Jensen 2006] and target a practical measurement-based rendering approach for such a spectral BSSRDF. The model assumes scattering in the two primary layers of skin (epidermis and dermis respectively) can be modeled with relative melanin and hemoglobin chromophore concentrations respectively. To drive this model for realistic rendering, we employ measurements of skin patches using an off-the-shelf Miravex Antera 3D camera which provides spatially varying maps of these chromophore concentrations as well as corresponding 3D surface geometry (see Figure 1) using a custom imaging setup.
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