Reflection from layered surfaces due to subsurface scattering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Inverse global illumination: recovering reflectance models of real scenes from photographs
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Acquiring the reflectance field of a human face
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Image quilting for texture synthesis and transfer
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A rapid hierarchical rendering technique for translucent materials
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
An Illumination Model for a Skin Layer Bounded by Rough Surfaces
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
MVIEW '99 Proceedings of the IEEE Workshop on Multi-View Modeling & Analysis of Visual Scenes
Realistic human face rendering for "The Matrix Reloaded"
ACM SIGGRAPH 2003 Sketches & Applications
DISCO: acquisition of translucent objects
ACM SIGGRAPH 2004 Papers
Performance relighting and reflectance transformation with time-multiplexed illumination
ACM SIGGRAPH 2005 Papers
Light diffusion in multi-layered translucent materials
ACM SIGGRAPH 2005 Papers
Modeling and rendering of quasi-homogeneous materials
ACM SIGGRAPH 2005 Papers
A compact factored representation of heterogeneous subsurface scattering
ACM SIGGRAPH 2006 Papers
Analysis of human faces using a measurement-based skin reflectance model
ACM SIGGRAPH 2006 Papers
Implementing a skin BSSRDF: (or several...)
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Towards realistic image synthesis of scattering materials
Towards realistic image synthesis of scattering materials
Practical modeling and acquisition of layered facial reflectance
ACM SIGGRAPH Asia 2008 papers
Animatable facial reflectance fields
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Image-based BRDF measurement including human skin
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Efficient rendering of human skin
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Rapid acquisition of specular and diffuse normal maps from polarized spherical gradient illumination
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
A spectral BSSRDF for shading human skin
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Practical modeling and acquisition of layered facial reflectance
ACM SIGGRAPH Asia 2008 papers
SubEdit: a representation for editing measured heterogeneous subsurface scattering
ACM SIGGRAPH 2009 papers
Screen-space perceptual rendering of human skin
ACM Transactions on Applied Perception (TAP)
Principles of Appearance Acquisition and Representation
Foundations and Trends® in Computer Graphics and Vision
ACM SIGGRAPH ASIA 2009 Courses
ACM SIGGRAPH 2009 Courses
High-quality single-shot capture of facial geometry
ACM SIGGRAPH 2010 papers
Physical reproduction of materials with specified subsurface scattering
ACM SIGGRAPH 2010 papers
Fabricating spatially-varying subsurface scattering
ACM SIGGRAPH 2010 papers
Comparing and evaluating real time character engines for virtual environments
Presence: Teleoperators and Virtual Environments
Beauty or realism: The dimensions of skin from cognitive sciences to computer graphics
Computers in Human Behavior
Light & Skin Interactions: Simulations for Computer Graphics Applications
Light & Skin Interactions: Simulations for Computer Graphics Applications
A practical appearance model for dynamic facial color
ACM SIGGRAPH Asia 2010 papers
A quantized-diffusion model for rendering translucent materials
ACM SIGGRAPH 2011 papers
Thinking in layers: modeling with layered materials
SIGGRAPH Asia 2011 Courses
An augmented reality based teeth shade matching system
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
Single photo estimation of hair appearance
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Accurate Translucent Material Rendering under Spherical Gaussian Lights
Computer Graphics Forum
Inverse volume rendering with material dictionaries
ACM Transactions on Graphics (TOG)
An optimisation approach to the recovery of reflection parameters from a single hyperspectral image
Computer Vision and Image Understanding
Solid texture synthesis for heterogeneous translucent materials
The Visual Computer: International Journal of Computer Graphics
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We introduce a layered, heterogeneous spectral reflectance model for human skin. The model captures the inter-scattering of light among layers, each of which may have an independent set of spatially-varying absorption and scattering parameters. For greater physical accuracy and control, we introduce an infinitesimally thin absorbing layer between scattering layers. To obtain parameters for our model, we use a novel acquisition method that begins with multi-spectral photographs. By using an inverse rendering technique, along with known chromophore spectra, we optimize for the best set of parameters for each pixel of a patch. Our method finds close matches to a wide variety of inputs with low residual error. We apply our model to faithfully reproduce the complex variations in skin pigmentation. This is in contrast to most previous work, which assumes that skin is homogeneous or composed of homogeneous layers. We demonstrate the accuracy and flexibility of our model by creating complex skin visual effects such as veins, tattoos, rashes, and freckles, which would be difficult to author using only albedo textures at the skin's outer surface. Also, by varying the parameters to our model, we simulate effects from external forces, such as visible changes in blood flow within the skin due to external pressure.