Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
research-article

Screen-space perceptual rendering of human skin

Published: 06 October 2009 Publication History

Abstract

We propose a novel skin shader which translates the simulation of subsurface scattering from texture space to a screen-space diffusion approximation. It naturally scales well while maintaining a perceptually plausible result. This technique allows us to ensure real-time performance even when several characters may appear on screen at the same time. The visual realism of the resulting images is validated using a subjective psychophysical preference experiment. Our results show that, independent of distance and light position, the images rendered using our novel shader have as high visual realism as a previously developed physically-based shader.

References

[1]
Borshukov, G. and Lewis, J. P. 2003. Realistic human face rendering for “The Matrix Reloaded”. In ACM SIGGRAPH Sketches and Applications.
[2]
d'Eon, E. and Luebke, D. 2007. Advanced techniques for realistic real-time skin rendering. In GPU Gems 3. H. Nguyen, Ed. Addison Wesley, Chapter 14.
[3]
d'Eon, E., Luebke, D., and Enderton, E. 2007. Efficient rendering of human skin. In Proceedings of Eurographics Symposium on Rendering.
[4]
Donner, C. and Jensen, H. W. 2005. Light diffusion in multi-layered translucent materials. ACM Trans. Graph. 24, 3, 1032--1039.
[5]
Donner, C. and Jensen, H. W. 2006. A spectral BSSRDF for shading human skin. In Proceedings of Eurographics Symposium on Rendering.
[6]
Donner, C., Weyrich, T., d'Eon, E., Ramamoorthi, R., and Rusinkiewicz, S. 2008. A layered, heterogeneous reflectance model for acquiring and rendering human skin. ACM Trans. Graph. 27, 5.
[7]
Fleming, R. W. and Bülthoff, H. H. 2005. Low-Level image cues in the perception of translucent materials. ACM Trans. Appl. Percep. 2, 3, 346--382.
[8]
Gillham, D. 2006. Real-time depth-of-field implemented with a postprocessing-only technique. In Shader X5, W. Engel, Ed. Charles River Media, Chapter 3.1, 163--175.
[9]
Gosselin, D. 2004. Real-time skin rendering. In Proceedings of the Game Developers Conference.
[10]
Green, S. 2004. Real-time approximations to subsurface scattering. In GPU Gems, R. Fernando, Ed. Addison-Wesley, Chapter 16, 263--278.
[11]
Hable, J., Borshukov, G., and Hejl, J. 2009. Fast skin shading. In Shader X7, W. Engel, Ed. Charles River Media, Chapter 2.4, 161--173.
[12]
Igarashi, T., Nishino, K., and Nayar, S. K. 2005. The appearance of human skin. Tech. rep., Columbia University.
[13]
Jensen, H. W. and Buhler, J. 2002. A rapid hierarchical rendering technique for translucent materials. ACM Trans. Graph. 21, 3, 576--581.
[14]
Jensen, H. W., Marschner, S. R., Levoy, M., and Hanrahan, P. 2001. A practical model for subsurface light transport. In Proceedings of ACM SIGGRAPH. 511--518.
[15]
Jimenez, J. and Gutierrez, D. 2008. Faster rendering of human skin. In Proceedings of the CEIG. 21--28.
[16]
Kelemen, C. and Szirmay-Kalos, L. 2001. A microfacet based coupled specular-matte BRDF model with importance sampling. In Proceedings of the Eurographics Short Presentations.
[17]
Koenderink, J. J. and van Doorn, A. J. 2001. Shading in the case of translucent objects. Proceedings of the SPIE. vol. 4299, 312--320.
[18]
Mastoropoulou, G., Debattista, K., Chalmers, A., and Troscianko, T. 2005. The influence of sound effects on the perceived smoothness of rendered animations. In Proceedings of the 2nd Symposium on Applied Perception in Graphics and Visualization (APGV'05). 9--15.
[19]
Nicodemus, F. E., Richmond, J. C., Hsia, J. J., Ginsberg, I. W., and Limperis, T. 1977. Geometrical considerations and nomenclature for reflectance. National Bureau of Standards.
[20]
Pharr, M. and Humphreys, G. 2004. Physically Based Rendering: From Theory to Implementation. Morgan Kaufmann, Chapter 8.4.2, 382--386.
[21]
Singh, M. and Anderson, B. L. 2002. Perceptual assignment of opacity to translucent surfaces: The role of image blur. Perception 31, 5, 531--552.
[22]
Sundstedt, V., Gutierrez, D., Anson, O., Banterle, F., and Chalmers, A. 2007. Perceptual rendering of participating media. ACM Trans. Appl. Percep. 4, 3.

Cited By

View all
  • (2024)ReSTIR Subsurface Scattering for Real-Time Path TracingProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/36753727:3(1-19)Online publication date: 9-Aug-2024
  • (2023)State of the Art in Efficient Translucent Material Rendering with BSSRDFComputer Graphics Forum10.1111/cgf.1499843:1Online publication date: 22-Dec-2023
  • (2023)Jrender: An efficient differentiable rendering library based on JittorGraphical Models10.1016/j.gmod.2023.101202130(101202)Online publication date: Dec-2023
  • Show More Cited By

Index Terms

  1. Screen-space perceptual rendering of human skin

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image ACM Transactions on Applied Perception
    ACM Transactions on Applied Perception  Volume 6, Issue 4
    September 2009
    63 pages
    ISSN:1544-3558
    EISSN:1544-3965
    DOI:10.1145/1609967
    Issue’s Table of Contents
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 06 October 2009
    Accepted: 01 August 2009
    Received: 01 July 2009
    Published in TAP Volume 6, Issue 4

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. Real-time skin rendering
    2. perception
    3. psychophysics

    Qualifiers

    • Research-article
    • Research
    • Refereed

    Funding Sources

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)30
    • Downloads (Last 6 weeks)4
    Reflects downloads up to 09 Nov 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)ReSTIR Subsurface Scattering for Real-Time Path TracingProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/36753727:3(1-19)Online publication date: 9-Aug-2024
    • (2023)State of the Art in Efficient Translucent Material Rendering with BSSRDFComputer Graphics Forum10.1111/cgf.1499843:1Online publication date: 22-Dec-2023
    • (2023)Jrender: An efficient differentiable rendering library based on JittorGraphical Models10.1016/j.gmod.2023.101202130(101202)Online publication date: Dec-2023
    • (2022)Efficient deep Neural Network Architectures for Subsurface Scattering Approximation2022 7th International Conference on Image and Signal Processing and their Applications (ISPA)10.1109/ISPA54004.2022.9786314(1-4)Online publication date: 8-May-2022
    • (2021)Automatic Interior Design in Augmented Reality Based on Hierarchical Tree of Procedural RulesElectronics10.3390/electronics1003024510:3(245)Online publication date: 21-Jan-2021
    • (2021)Development of a System to Measure the Optical Properties of Facial Skin using a 3D Camera and ProjectorJournal of Imaging Science and Technology10.2352/J.ImagingSci.Technol.2021.65.5.05040365:5(50403-1-50403-15)Online publication date: 1-Sep-2021
    • (2021)Rendering with styleACM Transactions on Graphics10.1145/3478513.348050940:6(1-14)Online publication date: 10-Dec-2021
    • (2021)AppearanceThe Handbook on Socially Interactive Agents10.1145/3477322.3477327(105-146)Online publication date: 10-Sep-2021
    • (2021)Real-time Subsurface Control VariatesProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/34512654:1(1-18)Online publication date: 26-Apr-2021
    • (2021)Comparative Analysis of Real-Time Global Illumination Techniques in Current Game EnginesIEEE Access10.1109/ACCESS.2021.31096639(125158-125183)Online publication date: 2021
    • Show More Cited By

    View Options

    Get Access

    Login options

    Full Access

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media