Acquiring the Reflectance Field of a Human Face

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Acquiring the Reflectance Field of a Human Face Paul Debevec, Tim Hawkins, Chris Tchou,

Acquiring the Reflectance Field of a Human Face Paul Debevec, Tim Hawkins, Chris Tchou, Haarm-Pieter Duiker, Westley Sarokin, Mark Sagar SIGGRAPH 2000 Michelle Brooks

Goals • To create realistic rendering of human faces • To extrapolate a complete

Goals • To create realistic rendering of human faces • To extrapolate a complete reflectance field from the acquired data which allows the rendering of the face from novel viewpoints • To capture models of the face that can be rendered realistically under any illumination, from any angle and with any sort of expression.

Challenges • Complex and individual shape of the face • Subtle and spatially varying

Challenges • Complex and individual shape of the face • Subtle and spatially varying reflectance properties of the skin ( and a lack of method for capturing these properties) • Complex deformation of the face during movement.

Traditional Method • Texture mapping onto a geometric model of a face • Problem:

Traditional Method • Texture mapping onto a geometric model of a face • Problem: Fails to look realistic under changes of lighting, viewpoint and expression

Recent Methods • Skin Reflectance has been modeled using the Monte Carlo Simulation •

Recent Methods • Skin Reflectance has been modeled using the Monte Carlo Simulation • In early 90 s – Hanrahan and Kruger developed a parameterized model for reflection from layered surfaces due to subsurface scattering, using human skin as a model.

And now… • Reflectometry • Reflectance Field • Non-Local Reflectance Field Then… • Re-illuminating

And now… • Reflectometry • Reflectance Field • Non-Local Reflectance Field Then… • Re-illuminating Faces • Changing the Viewpoint • Rendering

Reflectometry • Measurement of how materials reflect light – Specifically how materials transform incident

Reflectometry • Measurement of how materials reflect light – Specifically how materials transform incident illumination into radiant illumination • Four-Dimensional Bi-Directional Reflectance • Distribution Function (BRDF) of the material measured BRDFs commonly represented a parameterized functions known as reflectance models.

Reflectance Field • The light field, plenoptic function and lumigraph all describe the presence

Reflectance Field • The light field, plenoptic function and lumigraph all describe the presence of light within space • P = (x, y, z, , )

Reflectance Field • When the user is moving within unoccluded space, the light field

Reflectance Field • When the user is moving within unoccluded space, the light field can be described by a 4 D function • P’ = P’(u, v, , ) • A light field parameterized in this form induces a 5 D light field in the space outside of A. • P(x, y, z, , ) = P’(u, v, , )

Reflectance Field • Radiant light field from A under every possible • incident field

Reflectance Field • Radiant light field from A under every possible • incident field of illumination. 8 dimensional reflectance field function: • R = R(Ri ; Rr) = R(ui, vi, i ; ur, vr, r) • R(ui, vi, i) incident light field arriving at A • R(ur, vr, r) radiant light field leaving A

Non-Local Reflectance Fields • Incident illumination fields originates far away from A so that

Non-Local Reflectance Fields • Incident illumination fields originates far away from A so that – Ri(ui, vi, i) = Ri(u’i, v’i, i) for all (ui, vi, u’i, v’i) • The non-local reflectance field can be represented as – R’ = R’( i, i ; ur, vr, r)

Non-Local Reflectance Fields

Non-Local Reflectance Fields

Re-Illuminating Faces • Goal : – to capture models of faces that cane be

Re-Illuminating Faces • Goal : – to capture models of faces that cane be rendered realistically under any illumination, from any angle and with any expression. – Acquire data (Light field) – Transform each facial pixel location into a reflectance function – Render the face from the original viewpoints under any novel form of illumination

Light Stage

Light Stage

Light Stage • Lights are spun around axis continuously at 25 rpm • Lights

Light Stage • Lights are spun around axis continuously at 25 rpm • Lights are lowered along the axis by 180/32 degrees per revolution of • Cameras capture frames continuously at 30 frames/sec which yields 64 divisions of (64 x 32 size picture) and 32 divisions of in approximately 1 minute.

Constructing Reflectance Functions • For each pixel location (x, y) in each camera, that

Constructing Reflectance Functions • For each pixel location (x, y) in each camera, that location on the face is illuminated for 64 x 32 directions of and • For each pixel a slice of the reflectance field is formed (reflectance function) Rxy( , ) corresponding to the ray through the pixel.

Reflectance Functions Cont. • If we let the pixel value of (x, y) in

Reflectance Functions Cont. • If we let the pixel value of (x, y) in the image will illumination direction ( , ) be represented as: – L( , ) (x, y) then Rxy( , ) = L( , ) (x, y) • Figure: mosaic of the reflectance function for a particular viewpoint

Novel Form of Illumination • Rxy( , ) represents how much light is reflected

Novel Form of Illumination • Rxy( , ) represents how much light is reflected towards the camera by pixel (x, y) as a result of the illumination from direction ( , )

Novel Form of Illumination cont.

Novel Form of Illumination cont.

Novel Form of Illumination cont. • Gains efficiency • No aliasing Also… • Clothing

Novel Form of Illumination cont. • Gains efficiency • No aliasing Also… • Clothing and Background changes

Clothing and Background

Clothing and Background

Changing the Viewpoint • We want to extrapolate complete reflectance fields from the reflectance

Changing the Viewpoint • We want to extrapolate complete reflectance fields from the reflectance field slices earlier acquired. • This allows us to render the face from arbitrary viewpoints and also under arbitrary illumination

Changing the Viewpoint • In order to render a face from a novel viewpoint,

Changing the Viewpoint • In order to render a face from a novel viewpoint, • we must resynthesize the reflectance functions to appear as they would from the new viewpoint. This is accomplished using a skin reflectance model which is used to guide the shifting and scaling of measured reflectance function values as the viewpoint changes.

Changing the Viewpoint • The resynthesis technique requires that the captured reflectance functions be

Changing the Viewpoint • The resynthesis technique requires that the captured reflectance functions be decomposed into specular and diffuse (subsurface) components. • Then, a resynthesis of a reflectance function for a viewpoint is necessary • Lastly, the entire face is rendered using resynthesis reflectance functions.

Skin Reflectance • Two components : – specular – non-Lambertian

Skin Reflectance • Two components : – specular – non-Lambertian

Skin Reflectance • Using RCB unit vectors to represent chromaticities the diffuse chromaticity is:

Skin Reflectance • Using RCB unit vectors to represent chromaticities the diffuse chromaticity is: (Written on board)

Separating Specular and Subsurface Components • For each pixel’s reflectance function, using a color

Separating Specular and Subsurface Components • For each pixel’s reflectance function, using a color space analysis technique • For a reflectance function RGB value Rxy( , ), R can be written as a linear combination of its diffuse color d, specular color s, and an error component.

Specular and Subsurface Components • Analysis assumes specular and diffuse colors are known. •

Specular and Subsurface Components • Analysis assumes specular and diffuse colors are known. • Specular = same color as incident light • Diffuse color changes from pixel to pixel as well as within each reflectance function

Finally… • The final separated diffuse component is used to compute the surface normal

Finally… • The final separated diffuse component is used to compute the surface normal n. • Also the diffuse albedo d and total specular energy ps

Transforming Reflectance Functions • To synthesize a reflectance function form a novel viewpoint, the

Transforming Reflectance Functions • To synthesize a reflectance function form a novel viewpoint, the diffuse and specular components are separately synthesized • Also a shadow map is created when synthesizing a new specular reflectance function to prevent a specular lobe from appearing in shadowed directions.

Rendering

Rendering

Rendering

Rendering

And Finally… • Movie on Light Stage • Demonstration

And Finally… • Movie on Light Stage • Demonstration