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dc.contributor.authorNunes, Augusto L.P.en_US
dc.contributor.authorMaciel, Andersonen_US
dc.contributor.authorMeyer, Gary W.en_US
dc.contributor.authorJohn, Nigel W.en_US
dc.contributor.authorBaranoski, Gladimir V.G.en_US
dc.contributor.authorWalter, Marceloen_US
dc.contributor.editorChen, Min and Benes, Bedrichen_US
dc.date.accessioned2019-09-27T14:11:21Z
dc.date.available2019-09-27T14:11:21Z
dc.date.issued2019
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.13604
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13604
dc.description.abstractThe visual fidelity of realistic renderings in Computer Graphics depends fundamentally upon how we model the appearance of objects resulting from the interaction between light and matter reaching the eye. In this paper, we survey the research addressing appearance modelling of living human tissue. Among the many classes of natural materials already researched in Computer Graphics, living human tissues such as blood and skin have recently seen an increase in attention from graphics research. There is already an incipient but substantial body of literature on this topic, but we also lack a structured review as presented here. We introduce a classification for the approaches using the four types of human tissues as classifiers. We show a growing trend of solutions that use first principles from Physics and Biology as fundamental knowledge upon which the models are built. The organic quality of visual results provided by these approaches is mainly determined by the optical properties of biophysical components interacting with light. Beyond just picture making, these models can be used in predictive simulations, with the potential for impact in many other areas.The visual fidelity of realistic renderings in Computer Graphics depends fundamentally upon how we model the appearance of objects resulting from the inter action between light and matter reaching the eye. In this paper, we survey the research addressing appearance modelling of living human tissue. Among the many classes of natural materials already researched in Computer Graphics, living human tissues such as blood and skin have recently seen an increase in attention from graphics research. There is already an incipient but substantial body of literature on this topic, but we also lack a structured review as presented here. We introduce a classification for the approaches using the four types of human tissues as classifiers. We show a growing trend of solutions that use first principles from Physics and Biology as fundamental knowledge upon which the models are built.en_US
dc.publisher© 2019 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltden_US
dc.subjectappearance modelling
dc.subjectmodelling
dc.subjectnatural phenomena
dc.subjectmodelling
dc.subjectComputing methodologies → Reflectance modelling
dc.subjectTexturing
dc.titleAppearance Modelling of Living Human Tissuesen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersArticles
dc.description.volume38
dc.description.number6
dc.identifier.doi10.1111/cgf.13604
dc.identifier.pages43-65
dc.description.documenttypestar


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