Shape from shading
Facial image synthesis using skin texture recording
The Visual Computer: International Journal of Computer Graphics - Special issue on computer animation 1989/90
Reflection from layered surfaces due to subsurface scattering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Non-linear approximation of reflectance functions
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Synthesizing realistic facial expressions from photographs
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Recovering photometric properties of architectural scenes from photographs
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Realistic, hardware-accelerated shading and lighting
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
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Fast texture synthesis using tree-structured vector quantization
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Real-time fur over arbitrary surfaces
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Modeling and Rendering for Realistic Facial Animation
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Inverse rendering for computer graphics
Inverse rendering for computer graphics
Computing consistent normals and colors from photometric data
3DIM'99 Proceedings of the 2nd international conference on 3-D digital imaging and modeling
Interactive rendering with arbitrary BRDFs using separable approximations
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
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Skin 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.