Carlos Aliaga, Adrian Jarabo
Skin looks the way it does because light enters it, bounces around inside several layers, and comes back out changed by the pigments it met. Rendering that convincingly means simulating the scattering, and the parameters controlling it have to come from somewhere.
Current practice homogenises the medium, recovers optical parameters by inverting albedo from a reflectance texture, then hand-tunes scattering distance and anisotropy until it looks right. That last step is the tell. The authors describe the resulting art-skill dependency plainly: the model does not determine the appearance, an experienced artist adjusting numbers does.
Inverting for the biophysical chromophores instead means solving for what is actually in the skin rather than for parameters that happen to produce an acceptable image. The payoff is that quantities with physical meaning generalise, where a tuned value good for one face under one light is a fit to that situation.
In this paper we present a spectral optical inversion for skin for path tracing-based rendering of subsurface scattering. Skin is a complex multilayered medium, with appearance determined by the mixture of biophysical chromophores. However, current methods rely on medium homogeneization, with optical parameters obtained via albedo inversion from a reflectance texture and hand-tuned scattering distance and anisotropy. This results into significant art-skilled manual labor for…
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