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Research And Implementation Of Real-time Face Realistic Rendering

Posted on:2015-03-22Degree:MasterType:Thesis
Country:ChinaCandidate:Y LiFull Text:PDF
GTID:2268330431452587Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
Rapid realistic face rendering methods are of great significance in territories like virtual reality, visual entertainment, medical simulation and information security. Thus a broad use of real-time realistic face rendering technology in application field can be easily foreseen, and it has proved itself to be an important topic in the field of Computer Graphics.Difficulties of face rendering are mainly due to the complex optical characteristics of human skin. Anisotropic reflection in epidermis and subsurface scattering in both epidermis and dermis contribute most to the difficulties of face rendering. Physical methods could bring realistic results but unacceptable performances are also caused. This paper addressed an improved three separated layers model for human skin. Computations of skin optical characteristics were taken respectively in three independent layers, and a real-time realistic result has been implemented.Three-dimensional model data of the human face are efficiently processed by a self-balance binary red-black tree based data structure. Light absorption caused by the melanin of epidermis has been implemented by an physics approximated computing method. Subsurface scattering of epidermis and dermis is implemented by fitting the diffusion profile with a sum of the irradiance texture and its6Gaussian processed results. Anisotropic reflection of the oily layer on epidermis is effectively calculated by an improved BRDF specular shading model.The verification program of the algorithm in this paper is written in C++on IDE Visual C++6.0, graphics part of the program is implemented by OpenGL3.3and GLSL3.3, and The final version of the has proved the algorithm in this paper is valid by performing a real-time realistic human face rendering result.
Keywords/Search Tags:face rendering, fast model loading, subsurface scattering, anisotropiclighting
PDF Full Text Request
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