Skin Microstructure Deformation with Displacement Map Convolution


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We present a technique for synthesizing the effects of skin microstructure deformation by anisotropically convolving a highresolution displacement map to match normal distribution changes in measured skin samples. We use a 10-micron resolution scanning technique to measure several in vivo skin samples as they are stretched and compressed in different directions, quantifying how stretching smooths the skin and compression makes it rougher. We tabulate the resulting surface normal distributions, and show that convolving a neutral skin microstructure displacement map with blurring and sharpening filters can mimic normal distribution changes and microstructure deformations. We implement the spatially-varying displacement map filtering on the GPU to interactively render the effects of dynamic microgeometry on animated faces obtained from high-resolution facial scans.

http://gl.ict.usc.edu/Research/SkinStretch/

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20 responses to “Skin Microstructure Deformation with Displacement Map Convolution”

  1. Here's some help.

    TOO DAMN SHINY. Why is CGI always so fucking shiny. Stop making it shiny. STOP. Even in the comparison photos it goes on and on about how great the skin texture is yet completely misses the fact that it's not half as shiny as the real photo. Ugh.

  2. Is it me or is this technique completely overlooked by 3D animation software developers ? I haven't seen any integration of it (maybe I'm wrong), and yet, it would put photorealism to a very different level and help cross the uncanny valley drastically. Am I wrong though ? Are similar techniques used ?

  3. Really really good, but there are some small details that would make it more natural. For example at 3:49 "Too shiny" some facial areas aren't too much shining ( i understand that would not be easy to notice the details without too much glossiness), at 4:28 when the eye squeezes the skin around should go more "Red" from the pressure, at 5:05 when stretching the pores go too much shinny. Well those examples i gave are not the same on everyone's skin.

  4. my huge problem on any CG software, it's the lack of control of the specularity, even with SSS it does'nt look natural enough, it's just too sharp and not natural, also for non organic surface, we must improved the spec and shadow algorythm with better physical based approach, and a control of softness and anysotropy, with this new study of microstructure normal map.

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