“Fast rendering of realistic faces with wavelength dependent normal maps” by Chabert, Ma, Hawkins, Peers and Debevec

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    Fast rendering of realistic faces with wavelength dependent normal maps

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Abstract:


    Due to complex nature of the facial reflectance, high end rendering techniques often require too much data or too much computation time to be suitable for production or real time rendering. In this work, we present a novel and efficient face rendering technique based on the use of wavelength dependent normal maps. Normal maps are typically used for the high frequency surface details they contain. Previous work showed that normal maps can be adjusted to include more complex effects such as ambient occlusion We extend this further and demonstrate that by using a separate normal map for each color channel it is possible to represent complex wavelength dependent material properties such as subsurface scattering. Our technique is easy to integrate into both real time and global illumination rendering frameworks. We demonstrate how to use these normal maps to produce photorealistic digital faces.

References:


    1. Borshukov, G., and Lewis, J. P. 2003. Realistic human face rendering for “the matrix reloaded”. SIGGRAPH 2003. Sketches and Applications Program.
    2. Jensen, H. W., and Buhler, J. 2002. A rapid hierarchical rendering technique for translucent materials. ACM Trans. Graph. 21, 3, 576–581.
    3. Ma, W.-C., Hawkins, T., Peers, P., Chabert, C.-F., Wiess, M., and Debevec, P. 2007. Rapid acquisition of specular and diffuse normal maps from polarized spherical gradient illumination. In EGSR 2007.
    4. Nehab, D., Rusinkiewicz, S., Davis, J., and Ramamoorthi, R. 2005. Efficiently combining positions and normals for precise 3D geometry. ACM Trans. Graph. 24, 3, 536–543.


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