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引用次数: 0
摘要
人体皮肤外观的精确建模和渲染一直是计算机图形学的长期目标。特别重要的是皮肤中分层次表面散射的逼真建模和渲染,基于皮肤表皮和真皮层中发色团的光谱分布,已经提出了各种生物物理模型[Donner和Jensen 2006;Donner et al. 2008;Jimenez et al. 2010]。然而,测量这种生物物理模型的光的吸收和散射的光谱参数一直是计算机图形学中的一个挑战。先前的研究要么从组织光学文献中借鉴皮肤类型参数[Donner and Jensen 2006],要么采用广泛的多光谱成像技术,对一块皮肤进行详细的空间变化参数的反演[Donner et al. 2008]。与我们的方法最接近的是Jimenez等人[2010],他们在均匀宽带照明下进行观察,估计两个主要参数(黑色素和血红蛋白浓度),以驱动面部动画的定性外观模型。
Practical measurement and modeling of spectral skin reflectance
Accurate modeling and rendering of human skin appearance has been a long standing goal in computer graphics. Of particular importance has been the realistic modeling and rendering of layered subsurface scattering in skin for which various bio-physical models have been proposed based on the spectral distribution of chromophores in the epidermal and dermal layers of skin [Donner and Jensen 2006; Donner et al. 2008; Jimenez et al. 2010]. However, measurement of the spectral parameters of absorption and scattering of light for such bio-phyisical models has been a challenge in computer graphics. Previous works have either borrowed parameters for skin-type from tissue-optics literature [Donner and Jensen 2006], or employed extensive multispectral imaging for inverse rendering detailed spatially varying parameters for a patch of skin [Donner et al. 2008]. Closest to our approach, Jimenez et al. [2010] employed observations under uniform broadband illumination to estimate two dominant parameters (melanin and hemoglobin concentrations) for driving a qualitative appearance model for facial animation.