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43
Analysis of human faces using a measurement-based skin reflectance model
- ACM Transactions on Graphics
, 2006
"... Figure 1: Photograph compared to a face rendered using our skin reflectance model. The rendered image was composited on top of the photograph. Right: Changing the albedo and BRDF using statistics of measured model parameters from a sample population. We have measured 3D face geometry, skin reflectan ..."
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Cited by 33 (7 self)
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Figure 1: Photograph compared to a face rendered using our skin reflectance model. The rendered image was composited on top of the photograph. Right: Changing the albedo and BRDF using statistics of measured model parameters from a sample population. We have measured 3D face geometry, skin reflectance, and subsurface scattering using custom-built devices for 149 subjects of varying age, gender, and race. We developed a novel skin reflectance model whose parameters can be estimated from measurements. The model decomposes the large amount of measured skin data into a spatially-varying analytic BRDF, a diffuse albedo map, and diffuse subsurface scattering. Our model is intuitive, physically plausible, and – since we do not use the original measured data – easy to edit as well. High-quality renderings come close to reproducing real photographs. The analysis of the model parameters for our sample population reveals variations according to subject age, gender, skin type, and external factors (e.g., sweat, cold, or makeup). Using our statistics, a user can edit the overall appearance of a face (e.g., changing skin type and age) or change small-scale features using texture synthesis (e.g., adding moles and freckles). We are making the collected statistics publicly available to the research community for applications in face synthesis and analysis.
Inverse shade trees for non-parametric material representation and editing
- ACM Trans. Graph
, 2006
"... Recent progress in the measurement of surface reflectance has created a demand for non-parametric appearance representations that are accurate, compact, and easy to use for rendering. Another crucial goal, which has so far received little attention, is editability: for practical use, we must be able ..."
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Cited by 29 (13 self)
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Recent progress in the measurement of surface reflectance has created a demand for non-parametric appearance representations that are accurate, compact, and easy to use for rendering. Another crucial goal, which has so far received little attention, is editability: for practical use, we must be able to change both the directional and spatial behavior of surface reflectance (e.g., making one material shinier, another more anisotropic, and changing the spatial “texture maps ” indicating where each material appears). We introduce an Inverse Shade Tree framework that provides a general approach to estimating the “leaves ” of a user-specified shade tree from highdimensional measured datasets of appearance. These leaves are sampled 1- and 2-dimensional functions that capture both the directional behavior of individual materials and their spatial mixing patterns. In order to compute these shade trees automatically, we map the problem to matrix factorization and introduce a flexible new algorithm that allows for constraints such as non-negativity, sparsity, and energy conservation. Although we cannot infer every type of shade tree, we demonstrate the ability to reduce multigigabyte measured datasets of the Spatially-Varying Bidirectional Reflectance Distribution Function (SVBRDF) into a compact representation that may be edited in real time.
Photometric stereo with non-parametric and spatially-varying reflectance
- In Proceedings of IEEE Computer Vision and Pattern Recognition (CVPR
, 2008
"... We present a method for simultaneously recovering shape and spatially varying reflectance of a surface from photometric stereo images. The distinguishing feature of our approach is its generality; it does not rely on a specific parametric reflectance model and is therefore purely “datadriven”. This ..."
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Cited by 17 (3 self)
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We present a method for simultaneously recovering shape and spatially varying reflectance of a surface from photometric stereo images. The distinguishing feature of our approach is its generality; it does not rely on a specific parametric reflectance model and is therefore purely “datadriven”. This is achieved by employing novel bi-variate approximations of isotropic reflectance functions. By combining this new approximation with recent developments in photometric stereo, we are able to simultaneously estimate an independent surface normal at each point, a global set of non-parametric “basis material ” BRDFs, and per-point material weights. Our experimental results validate the approach and demonstrate the utility of bi-variate reflectance functions for general non-parametric appearance capture. 1.
A Photometric Approach for Estimating Normals and Tangents
"... This paper presents a technique for acquiring the shape of realworld objects with complex isotropic and anisotropic reflectance. Our method estimates the local normal and tangent vectors at each pixel in a reference view from a sequence of images taken under varying point lighting. We show that for ..."
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Cited by 16 (3 self)
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This paper presents a technique for acquiring the shape of realworld objects with complex isotropic and anisotropic reflectance. Our method estimates the local normal and tangent vectors at each pixel in a reference view from a sequence of images taken under varying point lighting. We show that for many real-world materials and a restricted set of light positions, the 2D slice of the BRDF obtained by fixing the local view direction is symmetric under reflections of the halfway vector across the normal-tangent and normal-binormal planes. Based on this analysis, we develop an optimization that estimates the local surface frame by identifying these planes of symmetry in the measured BRDF. As with other photometric methods, a key benefit of our approach is that the input is easy to acquire and is less sensitive to calibration errors than stereo or multi-view techniques. Unlike prior work, our approach allows estimating the surface tangent in the case of anisotropic reflectance. We confirm the accuracy and reliability of our approach with analytic and measured data, present several normal and tangent fields acquired with our technique, and demonstrate applications to appearance editing.
Interactive relighting with dynamic BRDFs
, 2007
"... We present a technique for interactive relighting in which source radiance, viewing direction, and BRDFs can all be changed on the fly. In handling dynamic BRDFs, our method efficiently accounts for the effects of BRDF modification on the reflectance and incident radiance at a surface point. For re ..."
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Cited by 12 (0 self)
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We present a technique for interactive relighting in which source radiance, viewing direction, and BRDFs can all be changed on the fly. In handling dynamic BRDFs, our method efficiently accounts for the effects of BRDF modification on the reflectance and incident radiance at a surface point. For reflectance, we develop a BRDF tensor representation that can be factorized into adjustable terms for lighting, viewing, and BRDF parameters. For incident radiance, there exists a non-linear relationship between indirect lighting and BRDFs in a scene, which makes linear light transport frameworks such as PRT unsuitable. To overcome this problem, we introduce precomputed transfer tensors (PTTs) which decompose indirect lighting into precomputable components that are each a function of BRDFs in the scene, and can be rapidly combined at run time to correctly determine incident radiance. We additionally describe a method for efficient handling of high-frequency specular reflections by separating them from the BRDF tensor representation and processing them using precomputed visibility information. With relighting based on PTTs, interactive performance with indirect lighting is demonstrated in applications to BRDF animation and material tuning.
Efficient reflectance and visibility approximations for environment map rendering
, 2007
"... We present a technique for approximating isotropic BRDFs and precomputed self-occlusion that enables accurate and efficient prefiltered environment map rendering. Our approach uses a nonlinear approximation of the BRDF as a weighted sum of isotropic Gaussian functions. Our representation requires a ..."
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Cited by 10 (3 self)
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We present a technique for approximating isotropic BRDFs and precomputed self-occlusion that enables accurate and efficient prefiltered environment map rendering. Our approach uses a nonlinear approximation of the BRDF as a weighted sum of isotropic Gaussian functions. Our representation requires a minimal amount of storage, can accurately represent BRDFs of arbitrary sharpness, and is above all, efficient to render. We precompute visibility due to self-occlusion and store a low-frequency approximation suitable for glossy reflections. We demonstrate our method by fitting our representation to measured BRDF data, yielding high visual quality at real-time frame rates. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture/Image GenerationBitmap and frame buffer operations; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism-Color, Shading, Shadowing and Texture 1.
A Precomputed Polynomial Representation for Interactive BRDF Editing with Global Illumination
- CONDITIONALLY ACCEPTED TO ACM TRANSACTIONS ON GRAPHICS (2007-2008)
"... The ability to interactively edit BRDFs in their final placement within a computer graphics scene is vital to making informed choices for material properties. We significantly extend previous work on BRDF editing for static scenes (with fixed lighting and view), by developing a precomputed polynomia ..."
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Cited by 6 (0 self)
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The ability to interactively edit BRDFs in their final placement within a computer graphics scene is vital to making informed choices for material properties. We significantly extend previous work on BRDF editing for static scenes (with fixed lighting and view), by developing a precomputed polynomial representation that enables interactive BRDF editing with global illumination. Unlike previous precomputationbased rendering techniques, the image is not linear in the BRDF when considering interreflections. We introduce a framework for precomputing a multi-bounce tensor of polynomial coefficients, that encapsulates the nonlinear nature of the task. Significant reductions in complexity are achieved by leveraging the low-frequency nature of indirect light. We use a high-quality representation for the BRDFs at the first bounce from the eye, and lower-frequency (often diffuse) versions for further bounces. This approximation correctly captures the general global illumination in a scene, including color-bleeding, near-field object reflections, and even caustics. We adapt Monte Carlo path tracing for precomputing the tensor of coefficients for BRDF basis functions. At runtime, the high-dimensional tensors can be reduced to a simple dot product at each pixel for rendering. We present a number of examples of editing BRDFs in complex scenes, with interactive feedback rendered with global illumination.
Distribution-based BRDFs
, 2007
"... BRDFs. Right: distribution-based BRDF approximation. The materials used are: BMW 339 paint, Ford F8 paint, silver paint, blue paint, ..."
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Cited by 6 (0 self)
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BRDFs. Right: distribution-based BRDF approximation. The materials used are: BMW 339 paint, Ford F8 paint, silver paint, blue paint,
E.H.: Retrographic sensing for the measurement of surface texture and shape
- In: CVPR
"... We describe a novel device that can be used as a 2.5D “scanner ” for acquiring surface texture and shape. The device consists of a slab of clear elastomer covered with a reflective skin. When an object presses on the skin, the skin distorts to take on the shape of the object’s surface. When viewed f ..."
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Cited by 5 (1 self)
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We describe a novel device that can be used as a 2.5D “scanner ” for acquiring surface texture and shape. The device consists of a slab of clear elastomer covered with a reflective skin. When an object presses on the skin, the skin distorts to take on the shape of the object’s surface. When viewed from behind (through the elastomer slab), the skin appears as a relief replica of the surface. A camera records an image of this relief, using illumination from red, green, and blue light sources at three different positions. A photometric stereo algorithm that is tailored to the device is then used to reconstruct the surface. There is no problem dealing with transparent or specular materials because the skin supplies its own BRDF. Complete information is recorded in a single frame; therefore we can record video of the changing deformation of the skin, and then generate an animation of the changing surface. Our sensor has no moving parts (other than the elastomer slab), uses inexpensive materials, and can be made into a portable device that can be used “in the field ” to record surface shape and texture. 1.
Resolution-enhanced photometric stereo
- Proc. European Conf. Computer Vision
, 2006
"... Abstract. Conventional photometric stereo has a fundamental limitation that the scale of recovered geometry is limited to the resolution of the input images. However, surfaces that contain sub-pixel geometric structures are not well modelled by a single normal direction per pixel. In this work, we p ..."
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Cited by 4 (0 self)
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Abstract. Conventional photometric stereo has a fundamental limitation that the scale of recovered geometry is limited to the resolution of the input images. However, surfaces that contain sub-pixel geometric structures are not well modelled by a single normal direction per pixel. In this work, we propose a technique for resolution-enhanced photometric stereo, in which surface geometry is computed at a resolution higher than that of the input images. To achieve this goal, our method first utilizes a generalized reflectance model to recover the distribution of surface normals inside each pixel. This normal distribution is then used to infer sub-pixel structures on a surface of uniform material by spatially arranging the normals among pixels at a higher resolution according to a minimum description length criterion on 3D textons over the surface. With the presented method, high resolution geometry that is lost in conventional photometric stereo can be recovered from low resolution input images. 1

