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dc.contributor.authorHaroy, Antonioen_US
dc.contributor.authorGuenterz, Brianen_US
dc.contributor.authorEssay, Irfanen_US
dc.contributor.editorS. J. Gortle and K. Myszkowskien_US
dc.date.accessioned2014-01-27T13:49:08Z
dc.date.available2014-01-27T13:49:08Z
dc.date.issued2001en_US
dc.identifier.isbn3-211-83709-4en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGWR/EGWR01/053-062en_US
dc.description.abstractSkin is noticeably bumpy in character, which is clearly visible in close-up shots in a film or game. Methods that rely on simple texture-mapping of faces lack such high frequency shape detail, which makes them look non-realistic. More specifically, this detail is usually ignored in real-time applications, or is drawn in manually by an artist. In this paper, we present techniques for capturing and rendering the fine scale structure of human skin. First, we present a method for creating normal maps of skin with a high degree of accuracy from physical data. We also present techniques inspired by texture synthesis to grow skin normal maps to cover the face. Finally, we demonstrate how such skin models can be rendered in real-time on consumer-end graphics hardware.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleReal-time, Photo-realistic, Physically Based Rendering of Fine Scale Human Skin Structureen_US
dc.description.seriesinformationEurographics Workshop on Renderingen_US


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