Laplacian face blending

Diego Mazala, Claudio Esperança, Ricardo Marroquim
Computer Animation and Virtual Worlds, Volume 34, Number 2 - 2023
Download the publication : mazala-cavw2023.pdf [10.5Mo]  
Designing realistic tridimensional facial models is a challenging task, not only due to the effort and artistic abilities required but also because human visual perception is very tuned to the processing of facial features. For this reason, rather than creating face models from scratch, artists usually start from a scanned model of a real person. In this work, we present a novel method for blending human faces in order to create a new one. In a nutshell, our proposal uses Laplacian smoothing to segregate layers of details from one or more faces, which are then integrated into a base face with the help of an interactive and visual editor. In particular, our method supports blending multiple faces and multiple sub-regions in those faces. Since our approach is intuitive and relatively easy to implement, it can be integrated into artistic pipelines aiming at designing human face models from preexisting ones.Simulating light–matter interaction is a fundamental problem in computer graphics. A particular challenge is the simulation of light interaction with rough surfaces due to diffraction and multiple scattering phenomena. To properly model these phenomena, wave-optics have to be considered. Nevertheless, the most accurate BRDF models, including wave-optics, are computationally expensive, and the resulting renderings have not been systematically compared to real-world measurements. This work sheds more light on reflectance variations due to surface roughness. More specifically, we look at wavelength shifts that lead to reddish and blueish appearances. These wavelength shifts have been scarcely reported in the literature, and, in this paper, we provide the first thorough analysis from precise measured data. We measured the spectral in-plane BRDF of aluminium samples with varying roughness and further acquired the surface topography with a confocal microscope. The measurements show that the rough samples have, on average, a reddish and blueish appearance in the forward and back-scattering, respectively. Our investigations conclude that this is a diffraction-based effect that dominates the overall appearance of the samples. Simulations using a virtual gonioreflectometer further confirm our claims. We propose a linear model that can closely fit such phenomena, where the slope of the wavelength shifts depends on the incident and reflection direction. Based on these insights, we developed a simple BRDF model based on the Cook–Torrance model that considers such wavelength shifts.

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@Article { MEM23,
  author       = "Mazala, Diego and Esperan\c{c}a, Claudio and Marroquim, Ricardo",
  title        = "Laplacian face blending",
  journal      = "Computer Animation and Virtual Worlds",
  number       = "2",
  volume       = "34",
  year         = "2023",
  doi          = "https://doi.org/10.1002/cav.2044",
  url          = "http://graphics.tudelft.nl/Publications-new/2023/MEM23"
}






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