Abstract
Realistic shading models can be synthesized in real-time game play environments in which seamless scenes are able to be simulated by reflecting light transport through layered material. In this paper, we have proposed an advanced facial skin rendering as conveying actual Fresnel refractive indices derived from actually measured data on a real human face. The Fresnel index is contingent on the location on a face because facial tissue components are slightly different. To realize physically-based rendering, we have employed a hybrid shading technique that can be merged from both improved Oren-Nayar and layered Phong model. We have shown experimental results to verify the proposed method as well.
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Lee, S., Chin, S. (2013). Advanced Facial Skin Rendering with Actual Fresnel Refractive Index Reflecting Facial Tissue Features. In: Park, J.J.(.H., Arabnia, H.R., Kim, C., Shi, W., Gil, JM. (eds) Grid and Pervasive Computing. GPC 2013. Lecture Notes in Computer Science, vol 7861. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-38027-3_67
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DOI: https://doi.org/10.1007/978-3-642-38027-3_67
Publisher Name: Springer, Berlin, Heidelberg
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