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Analysis of Human Faces

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Uploaded by on Dec 21, 2007

We have measured 3D face geometry, skin reflectance, and subsurface scattering using custom-built devices for subjects of varying age, gender, and race. We developed a novel skin reflectance model whose parameters can be estimated from measurements. The model decomposes the large amount of measured skin data into a spatially-varying analytic BRDF, a diffuse albedo map, and diffuse subsurface scattering. Our model is intuitive, physically plausible and easy to edit. High-quality renderings come close to reproducing real photographs. The analysis of the model parameters for our sample population reveals variations according to subject age, gender, skin type, and external factors (e.g., sweat, cold, or makeup). Using our statistics, a user can edit the overall appearance of a face (e.g., changing skin type and age) or change small-scale features using texture synthesis (e.g., adding moles and freckles). We are making the collected statistics publicly available to the research community for applications in face synthesis and analysis. http://people.csail.mit.edu/wojciech/FaceAnalysis/index.html

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  • Image or mask?

    A)

    "A little experience of the inflexibility of such unnatural ‘stoics’ soon leads one to understand the general significance of the mask: it is a conclusion; into it flows all the ferment of the as yet unclear and uncompleted metamorphosis which the natural human face miraculously express, and there it ends".

  • B)

    "Once the mask is in position there can be no more beginnings, no groping towards something new. The mask is clear-cut; it expresses something which is quite definite, and neither more nor less than this. It is fixed; the thing it expresses cannot change”.

    “Crowds and Power” (1960) Elias Canetti

  • it lacks detail.

  • Really amazing... and beautiful.

  • You're right texture mapping alone is just an illusion, and very noticeable to the trained eye.

  • Well, see, today you can achieve practically the same results with much fewer polygons through shader effects and the like.

  • thats crazy, u know how many little faces and polygons thats is. the proccessing power alone for just the face must be incredible. ull never see that realistic of faces in videogames for atleast the next few generations.

  • I'd love to see the final maps generated.

  • Fantastic. Thank you.

  • That's pretty insane but they need to take into account the tiny facial hairs that cover the face. This could also play a factor in how light reflects off the face.

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