Generalization of the Lambertian model and implications for machine vision
International Journal of Computer Vision
Specularities on surfaces with tangential hairs or grooves
Computer Vision and Image Understanding
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
Bidirectional Reflection Distribution Function of Thoroughly Pitted Surfaces
International Journal of Computer Vision
Reflectance from Images: A Model-Based Approach for Human Faces
IEEE Transactions on Visualization and Computer Graphics
APGV '05 Proceedings of the 2nd symposium on Applied perception in graphics and visualization
Analysis of human faces using a measurement-based skin reflectance model
ACM SIGGRAPH 2006 Papers
Graphical Models - Special issue on PG2004
Interactive editing and modeling of bidirectional texture functions
ACM SIGGRAPH 2007 papers
Advanced material appearance modeling
ACM SIGGRAPH 2008 classes
Principles of appearance acquisition and representation
ACM SIGGRAPH 2008 classes
Practical modeling and acquisition of layered facial reflectance
ACM SIGGRAPH Asia 2008 papers
The Appearance of Human Skin: A Survey
Foundations and Trends® in Computer Graphics and Vision
Digital Modeling of Material Appearance
Digital Modeling of Material Appearance
Principles of Appearance Acquisition and Representation
Foundations and Trends® in Computer Graphics and Vision
Advanced material appearance modeling
ACM SIGGRAPH 2009 Courses
Estimating Facial Reflectance Properties Using Shape-from-Shading
International Journal of Computer Vision
Advanced authoring tools for game-based training
SCSC '09 Proceedings of the 2009 Summer Computer Simulation Conference
Optimizing environment maps for material depiction
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Dirty glass: rendering contamination on transparent surfaces
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Visual chatter in the real world
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
A spectral BSSRDF for shading human skin
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
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Asperity scattering adds a 'surface lobe' to the usual diffuse, backscatter, and specular lobes of rough surfaces. Although rarely acknowledged, it is an important effect in many materials that are covered with a thin layer of sparse scatterers, such as dust or hairs. In common cases where single scattering predominates, asperity scattering adds important contributions to the structure of the occluding contour and the edge of the body shadow. This is because the bidirectional reflectance distribution function (BRDF) is inversely proportional to the cosines of both the illumination and viewing angles. The BRDF is generally low (and typically negligible) except when either the illuminating rays or visual directions graze the surface. Because asperity scattering selectively influences the edges in the image of an object, it has (as judged by photometric magnitudes) a disproportionally large effect on (human) visual appreciation. We identify it as a neglected but often decisive visual cue in the rendering of human skin. Its effect is to make smooth cheeks look 'velvety' or 'peachy', that is to say, soft (the appearances of both velvet and peachy skin are dominated by asperity scattering). This is a most important aesthetic and emotional factor that is lacking in Lambertian (looks merely dullish and paper-like), 'skin-type' BRDF (looks like glossy plastic), or even translucent (looks 'hard', vitreous) types of rendering.