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arXiv:2611.14451 · v1

A Lightweight Differentiable Method for Real-Time Skin Rendering and Digitization

首次提交 2026-11-11 02:20
版本更新 2026-11-11 02:20
雷达观测 2026-11-11 13:07
arXiv ↗PDF ↗

摘要

Inverse rendering for skin typically relies on offline path tracing to estimate physical properties, which fail to map directly to the approximate shaders utilized in interactive applications, such as game engines. We bridge this gap by directly estimating subsurface scattering parameters tailored for real-time rendering pipelines. We introduce a differentiable Screen-Space Subsurface Scattering (SSSS) framework that enables the joint optimization of spatially varying base textures and scattering distances. To account for local variations in skin thickness, we estimate these parameters across distinct facial regions, generating a blended profile map ready for production runtime engines. Our pipeline utilizes a low-cost, single-light, single-view capture setup designed for accessible and practical appearance acquisition. Optimization is driven by a masked loss function targeting regions where subsurface scattering effects are dominant. We validate our approach on a real-world dataset of $45$ individuals across the Monk Skin Tone Scale, ensuring demographic generalization. Furthermore, we complement this evaluation with synthetic data, a multi-light setup validating our single-light assumption, and a tilted-view configuration confirming angular consistency. Results demonstrate that our method effectively recovers scattering parameters from lightweight inputs, yielding realistic skin appearance directly compatible with standard real-time shaders.

作者备注:20 pages, 25 figures; includes 6 pages of supplementary material. Accepted to Computers and Graphics

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基于摘要 · 非全文审阅

提出可微的屏幕空间次表面散射框架,从单光单视角轻量采集直接估计适配实时渲染管线的皮肤散射参数。

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v1 · 2026-11-11 02:20 · 最新观测版本

A Lightweight Differentiable Method for Real-Time Skin Rendering and Digitization

Inverse rendering for skin typically relies on offline path tracing to estimate physical properties, which fail to map directly to the approximate shaders utilized in interactive applications, such as game engines. We bridge this gap by directly estimating subsurface scattering parameters tailored for real-time rendering pipelines. We introduce a differentiable Screen-Space Subsurface Scattering (SSSS) framework that enables the joint optimization of spatially varying base textures and scattering distances. To account for local variations in skin thickness, we estimate these parameters across distinct facial regions, generating a blended profile map ready for production runtime engines. Our pipeline utilizes a low-cost, single-light, single-view capture setup designed for accessible and practical appearance acquisition. Optimization is driven by a masked loss function targeting regions where subsurface scattering effects are dominant. We validate our approach on a real-world dataset of $45$ individuals across the Monk Skin Tone Scale, ensuring demographic generalization. Furthermore, we complement this evaluation with synthetic data, a multi-light setup validating our single-light assumption, and a tilted-view configuration confirming angular consistency. Results demonstrate that our method effectively recovers scattering parameters from lightweight inputs, yielding realistic skin appearance directly compatible with standard real-time shaders.

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