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[SGM+99]  A Painterly Approach to Human Skin

Sloan:1999:APA (Technical report)
Author(s)Sloan P.P., Gooch B., Martin W., Gooch A. and Bell L.
Title« A Painterly Approach to Human Skin »
NumberUUCS-99-032
InstitutionUniversity of Utah
Year1999
AddressUSA

Abstract
Rendering convincing human figures is one of the unsolved goals of computer graphics. Previous work has concentrated on modeling the physics of human skin. We have taken a different approach. We are exploring techniques used by artists, specifically artists who paint air-brushed portraits. Our goal is to give the impression of skin, without extraneous physical details such as pores, veins, and blemishes. In this paper, we provide rendering algorithms which are easy to incorporate into existing shaders, making rendering skin for medical illustration, computer animations, and other applications fast and simple. We accomplish this by using algorithms for real time drawing and shading of silhouette curves. We also build upon current non-photorealistic lighting methods using complementary colors to convey 3D shape information. Users select areas from a scanned art work and manipulate these areas to create shading models. The flexibility of this method of generating a shading model allows users to portray individuals with different skin tones or to capture the look and feel of a work of art.

BibTeX code
@techreport{Sloan:1999:APA,
  number = {UUCS-99-032},
  optnote = {},
  author = {Peter-Pike Sloan and Bruce Gooch and William Martin and Amy Gooch
            and Louise Bell},
  optkey = {},
  opttype = {},
  address = {USA},
  localfile = {papers/Sloan.1999.APA.pdf},
  optmonth = {},
  opturl = {},
  optdoi = {},
  optwww = {},
  optstatus = {},
  abstract = {Rendering convincing human figures is one of the unsolved goals of
              computer graphics. Previous work has concentrated on modeling the
              physics of human skin. We have taken a different approach. We are
              exploring techniques used by artists, specifically artists who
              paint air-brushed portraits. Our goal is to give the impression of
              skin, without extraneous physical details such as pores, veins,
              and blemishes. In this paper, we provide rendering algorithms
              which are easy to incorporate into existing shaders, making
              rendering skin for medical illustration, computer animations, and
              other applications fast and simple. We accomplish this by using
              algorithms for real time drawing and shading of silhouette curves.
              We also build upon current non-photorealistic lighting methods
              using complementary colors to convey 3D shape information. Users
              select areas from a scanned art work and manipulate these areas to
              create shading models. The flexibility of this method of
              generating a shading model allows users to portray individuals
              with different skin tones or to capture the look and feel of a
              work of art.},
  title = {{A} {P}ainterly {A}pproach to {H}uman {S}kin},
  institution = {University of Utah},
  year = {1999},
}

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