1 / 14

Obtaining Bidirectional Texture Reflectance of Human Skin by means of a Kaleidoscope

Computer Science Honours - Rhodes University 17 March 2004. Obtaining Bidirectional Texture Reflectance of Human Skin by means of a Kaleidoscope. Jude Radloff Supervised by Shaun Bangay and Adele Lobb. Context. Within field of Computer Graphics and Virtual Reality VRSIG

deron
Download Presentation

Obtaining Bidirectional Texture Reflectance of Human Skin by means of a Kaleidoscope

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Computer Science Honours - Rhodes University 17 March 2004 Obtaining Bidirectional Texture Reflectance of Human Skin by means of a Kaleidoscope Jude Radloff Supervised by Shaun Bangay and Adele Lobb

  2. Context • Within field of Computer Graphics and Virtual Reality • VRSIG REALISTIC IMAGE RENDERING

  3. Interaction of light with a surface

  4. Interaction of Light with a Surface Polarisation Sub-surface scattering Fluorescence Phosphorescence Reflection Absorption Transmittance • Bidirectional Texture Function • Sufficient physical accuracy • while being manageable

  5. Bidirectional Texture Function BTFλ ( θi, Φi, θo, Φo, u, v ) • λ = wavelength of light (colour) • θi, Φi = incoming light direction • θo, Φo = outgoing light direction • u, v = surface position co-ordinates Describes how the incoming light is reflected out, relative to its position

  6. Measuring a BTF Standard technique: • Essentially an array of cameras all pointing toward surface sample from different directions • Difficult and cumbersome • Resulting sample for human skin: weak

  7. Alternative Technique Han and Perlin in ACM SIGGRAPH 2003 paper • Use of a kaleidoscope • Reflections off mirrors allow surface sample to be viewed simultaneously from many directions, without the camera changing position • Effect analogous to previous technique • Richer BTF sample

  8. Technique

  9. Table of BTFs x: view angle y: illumination angle

  10. My Process • 1. Simulate kaleidoscope – ray-tracing • 2. Build kaleidoscope, using a sample with known BTF • 3. Optimise configuration to sample human skin • 4. Write a surface shader using the BTF information obtained

  11. Implementation Details Simulation Phase • Radiance package – ray-tracing • Unix operating system Implementation Phase • Front Surface Mirrors • High transmission glass • Hi-resolution camera • Non-polarised projector, eg. DLP

  12. Experimental design • Taper angle • Dimensions • Choice of regular polygon for base

  13. Details of Paper • Han, Jefferson Y. and Perlin, Ken. Measuring Bidirectional Texture Reflectance with a Kaleidoscope. In Proceedings of ACM SIGGRAPH 2003, ACM Press. New York. Computer Graphics Proceedings, Annual Conference Series, ACM. • http://csshaun.ict.ru.ac.za/journals/acm/ SIGGRAPH/2003/paper063.pdf

  14. Questions?

More Related