Fine-scale Human Skin Structure Rendering

Antonio Haro, Irfan A. Essa, Brian Guenter


Abstract: 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.

Results

Click on the images for full resolution to see all of the fine scale structure.
No fine-scale structureOur technique
No fine-scale structureOur technique
No fine-scale structureOur technique

Movies

We recommend saving to disk and playing these outside the browser so that you can loop them and resize them for your desktop.
Note: There are slight compression artifacts in these.

6mb mpg; (loopable)

3.7mb mpg; (loopable)

User interaction with the face (real-time) 26.7mb mpg

Publications

"Real-time, Photo-realistic, Physically Based Rendering of Fine Scale Human Skin Structure",
A. Haro, B. Guenter, and I. Essa,
Proceedings 12th Eurographics Workshop on Rendering, London, England, June 2001.
(Abstract | PS.Z | PDF).
Also available as Georgia Tech, GVU Center Tech Report No. GIT-GVU-TR-01-11
(Abstract | PS.Z | PDF ).

Data

Normal map data used in this paper is now available here.

Funding

This work was funded partially by the following:

 



CPL Home
CPL Projects
CPL Publications
CPL People
CPL Courses
CPL Sponsors
Co-Web
CPL Swiki
GVU