Abstract

AbstractWe present a novel graph‐based simulation approach for generating micro wrinkle geometry on human skin, which can easily scale up to the micro‐meter range and millions of wrinkles. The simulation first samples pores on the skin and treats them as nodes in a graph. These nodes are then connected and the resulting edges become candidate wrinkles. An iterative optimization inspired by pedestrian trail formation is then used to assign weights to those edges, i.e., to carve out the wrinkles. Finally, we convert the graph to a detailed skin displacement map using novel shape functions implemented in graphics shaders. Our simulation and displacement map creation steps expose fine controls over the appearance at real‐time framerates suitable for interactive exploration and design. We demonstrate the effectiveness of the generated wrinkles by enhancing state‐of‐art 3D reconstructions of real human subjects with simulated micro wrinkles, and furthermore propose an artist‐driven design flow for adding micro wrinkles to fictional characters.

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.