Despite the notable progress in physically-based rendering, there is still a long way to go before we can automatically generate predictable images of biological materials. In this paper, we address an open problem in this area, namely the spectral simulation of light interaction with human skin. We propose a novel biophysicallybased model that accounts for all components of light propagation in skin tissues, namely surface reflectance, subsurface reflectance and transmittance, and the biological mechanisms of light absorption by pigments in these tissues. The model is controlled by biologically meaningful parameters, and its formulation, based on standard Monte Carlo techniques, enables its straightforward incorporation into realistic image synthesis frameworks. Besides its biophysically-based nature, the key difference between the proposed model and the existing skin models is its comprehensiveness, i.e., it computes both spectral (reflectance and transmittance) and scattering (bidirectional surface-scattering distribution function) quantities for skin specimens. In order to assess the predictability of our simulations, we evaluate their accuracy by comparing results from the model with actual skin measured data. We also present computer generated images to illustrate the flexibility of the proposed model with respect to variations in the biological input data, and its applicability not only in the predictive image synthesis of different skin tones, but also in the spectral simulation of medical conditions.
Despite the notable progress in physically-based rendering, there is still a long way to go before one can automatically generate predictable images of organic materials such as human skin. In this tutorial, the main physical and biological aspects involved in the processes of propagation and absorption of light by skin tissues are examined. These processes affect not only skin appearance, but also its health. For this reason, they have also been the object of study in biomedical research. The models of light interaction with human skin developed by the biomedical community are mainly aimed at the simulation of skin spectral properties which are used to determine the concentration and distribution of various substances. In computer graphics, the focus has been on the simulation of light scattering properties that affect skin appearance. Computer models used to simulate these spectral and scattering properties are described in this tutorial, and their strengths and limitations discussed.
Existing natural media painting simulations have produced high-quality results, but have required powerful compute hardware and have been limited to screen resolutions. Digital artists would like to be able to use watercolor-like painting tools, but at print resolutions and on lower end hardware such as laptops or even slates. We present a procedural algorithm for generating watercolor-like dynamic paint behaviors in a lightweight manner. Our goal is not to exactly duplicate watercolor painting, but to create a range of dynamic behaviors that allow users to achieve a similar style of process and result, while at the same time having a unique character of its own. Our stroke representation is vector based, allowing for rendering at arbitrary resolutions, and our procedural pigment advection algorithm is fast enough to support painting on slate devices. We demonstrate our technique in a commercially available slate application used by professional artists. Finally, we present a detailed analysis of the different vector-rendering technologies available.
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