- 最后登录
- 2017-9-18
- 注册时间
- 2011-1-12
- 阅读权限
- 90
- 积分
- 12276
  
- 纳金币
- 5568
- 精华
- 0
|
1 Introduction
Condition of skin is an important factor for the impression of faces.
Well-cared skins give shiny and beautiful impression, while dry and
rough skins loss the gloss and therefore they are less attractive.
These differences often attribute to the difference of their microgeometry.
Such micro-geometry of human skins consists of furrows
forming a mesh, ridges surrounded by the furrows, and pores.
Many of pores exist at intersections between furrows. We observed
that widths of pores are approximately proportional to their depths.
Most of existing works on impression analysis of human skins are
based on images of real photographs. However, this approach is
often very expensive: we need to ask many people to take photographs
of their skins to gather various conditions of skin images.
In contrast, we attempt to use images of computer-synthesized skins
for impression analysis of various conditions of skins while controlling
ridges, pores, and furrows independently. Human skin representation
is an important technique for entertainment movie production,
and skin modeling is therefore an active research topic.
This paper presents a technique for micro-geometry simulation of
human skins. The technique first generates pores forming a pattern
of a well-aligned triangular grid. It then divides the skin region by
applying the Delaunay triangulation algorithm to connect the pores.
It treats the triangles as ridges, and the edges as furrows. Finally,
the technique divides the pattern into a finer triangular mesh, so that
it can finely represent 3D geometry of pores, ridges, and furrows.
2 Geometric modeling of skin structure
We captured micro-geometry of real human skins to discuss and
design the modeling technique. We subjectively observed skins in
the following three conditions which are especially important for
cosmetics analysis:
[1: Well-cared skin] Furrows are continuous. Ridges are regularly
aligned, equally-sized, and roundly.
[2: Dry skin] Ridges are flat but regularly aligned. However, furrows
are so depthless that patterns are unclear.
[3: Pore-expanded skin] Pores are not only large but also deep.
Based on the above observation, we concluded that the following
parameters should be controllable while representing microgeometry
of skins:
Pore: radius, depth, and randomness of positions.
Ridge: heights, and randomness of heights.
Furrow: depths, widths, and directional dependency.
We aimed to develop a 3D modeling technique so that we can generate
various skins by freely controlling the above parameters. The
technique first generates patterns of pores, ridges, and furrows, applying
Delaunay triangular meshing. It then tessellates the patterns
into fine triangular polygons.
Figure 1(Upper-left) shows an illustration of processing flow of the
pattern generation, including generation of pores, ridges, and furrows.
The technique first generates a set of pores so that they form
a pattern of a well-aligned triangular grid. Here, it controls radii,
depths, and positions of pores based on the predefined parameters.
∗e-mail mihayu, mami, itot)@itolab.is.ocha.ac.jp
†e-mail naruhito.toyoda, hiromi.sasamoto)@to.shiseido.co.jp
The technique then divides the skin region by applying the Delaunay
triangulation algorithm to connect the pores. It then treats
the triangles as ridges, and the edges as furrows, and controls their
shapes based on the parameters.
The technique then divides the pattern into a finer triangular mesh,
so that it can represent finer 3D geometry of pores, ridges, and furrows.
The technique first generates vertices of the triangular mesh.
It generates vertices inside pores on their centre and concentric circles.
It evenly generates vertices on the furrows. It also evenly
generates vertices inside the ridges, and assigns heights so that they
form a smoothly curved surface. Figure 1(Upper-left) shows an illustration
of the vertex generation. Finally, the technique generates
a finer triangular mesh by applying the Delaunay triangular mesh
to connect the vertices.
3 Examples and Future Work
Figure 1(Upper-right) shows an example simulating a well-cared
skin. In this example ridges and pores are regularly generated,
depths and widths of furrows are not direction-depend, and ridges
are plump and therefore look rich. Figure 1(Lower-left) shows an
example simulating a dry skin. In this example ridges are flat and
therefore relatively look poor. Figure 1(Lower-rihgt) shows an example
of a pore-expanded skin. This example also looks poor because
of randomness of sizes of pores. They demonstrate our technique
can simulate various skins by controlling the parameters.
We are dealig with the following issues as our on-going work: 1)
improvement of pattern generation considering directional dependency,
2) adjustment and reconsideration of parameters, 3) implementation
of polygon mapping technique onto the geometric models
of faces, and 4) integration with realistic rendering techniques. |
|