Project Overview

Project Overview

Quality feeling of material is decided by a reflection and scattering of light on an object surface, so photorealistic rendering has been one of the most primitive topic in computer graphics. Especially, translucent object like a marble and a human skin and string-like object as hair and dust are treated as one of the most difficult target in high speed rendering technique. String object can be generated automatically only from one photograph of animal with shell texture and rendered in real-time on GPU by our method. Dust string is automatically generated by procedural approach with Perlin noise and special rule to decide a dust segment shape. Albedo estimation of human skin from photograph is also very important topic to be challenged.

CDRF(Curvature Dependent Reflectance Function) is originally proposed to model a reflectance of a translucent object as a simple local illumination model to be rendered in real-time as fast as the simplest Lambertian surface model on GPU. Micro structure modeling on human face skin, high speed hair simulation and rendering are also very important topic to be challenged to be applied to Game and real-time application. Reflection, scattering and percolation modeling, high speed rendering and a feature capturing technique are very essential part of this group to generate almost as photorealistic as a real object under a variety of lighting condition without any image based or data driven approach.

Related Images

Related Images

Related Themes

Related Themes

Real-time Rendering and Parameter Measurement/Resynthesis of Translucent Feature of Skin

Real-time Rendering and Parameter Measurement/Resynthesis of Translucent Feature of Skin

Real-time Expression of Fiber Object like Fur and Dust

Real-time Expression of Fiber Object like Fur and Dust

Micro Expression of Face Skin Surface

Micro Expression of Face Skin Surface

Hair Rendering, Modeling and Animation

Hair Rendering, Modeling and Animation

Realtime Motion Blur

Realtime Motion Blur

Real-time Ambient Occlusion

Real-time Ambient Occlusion