CGI Skin Designers are Taking Things to Another Level
Events
Subscribe:  iCal  |  Google Calendar
London XE   17, Aug — 20, Aug
Cologne DE   19, Aug — 21, Aug
Cologne DE   22, Aug — 26, Aug
Seattle US   28, Aug — 30, Aug
Atlanta US   30, Aug — 4, Sep
Latest comments
by andrewclund@gmail.com
3 hours ago

Nice work and thanks for the breakdown! Always interesting to see someone else's approach to a scene, and the new/different methods they use and/or come up with :)

by Tom DArch
5 hours ago

There are no pdf's of the updated versions available for download!

by ronaldthomas909@gmail.com
6 hours ago

3D Stylized Environment looks every time beautiful today this is my subject on that I have to Do My Dissertation and bring some new information with our reader.

CGI Skin Designers are Taking Things to Another Level
24 June, 2015
News

Technology for 3D scanning has come a long way, but the authors of a technical paper from the University of Southern California’s Institute for Creative Technologies featured by Prosthetic Knowledge explains that the scanning only captures things at the surface level.

According to the authors, 3D scanning is unable to capture the complex “microstructures” that are over 1/10 of a millimeter below the skin’s surface. The end result is something is skin that doesn’t look very realistic when the skin is wrinkled up or stretched out. In fact, it can be a bit off-putting.

cgi-skin-80lv

There is an explanation of how the microstructures have specific markers that are important to determining a person’s facial expressions. Luckily, they have figured out a way to map a high-resolution displacement map onto a surface to create a simulated version of our complex epidermis:

When skin stretches, the microstructure flattens out and the surface appears less rough as the reserves of tissue are called into action. Under compression, the microstructure bunches up, creating micro-furrows which exhibit anisotropic roughness…

We approximate the skin being flattened under stretching, and bunched up under compressions by convolving a 16K displacement map. We blur the microgeometry displacement map in the direction of stretching, and sharpen it in the direction of compression using the surface normal distribution histogram as a guide. This entire computation can be efficiently implemented on GPU shaders.

Source: gizmodo

Leave a Reply

Be the First to Comment!

avatar
wpDiscuz