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Carlos Aliaga

Publications and source records attributed to Carlos Aliaga.

5 recordsLinked to original sources

Spectral Subsurface Scattering from RGB via Biophysical Skin Inversion

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 authoring, and an inaccurate scattering profile for skin. To solve these problems, we generalize existing albedo inversion techniques, and propose a framework that predicts full-spectral skin scattering parameters from a single RGB diffuse albedo. Our method builds upon a new mixture-of-media representation, that approximates the aggregated multilayered appearance of skin by mixing the aggregated scattering of three uncorrelated media. We train a chained neural decoder that maps RGB diffuse albedo to the optical properties of the mixture of media, including anisotropy, scattering radius and scattering albedo. Then, we show this mixture can be used in a random-walk-based path tracer with minimal modifications, by simply randomly selecting the medium to traverse.

cs.GR

Wispy to Voluminous: Prior-free Multi-view Capture of Strand-level Facial Hair

Facial hair is a defining trait of personal identity, yet remains a critical bottleneck for digital avatars. Recent volumetric methods achieve photorealism but bake hair into the underlying face geometry, preventing editability and failing to resolve sparse, strand-like structures. Meanwhile, scalp-hair reconstruction methods target dense hair volumes and do not transfer to the sparse, spatially-varying nature of facial hair. We present a pipeline that automatically reconstructs facial hair -- beard, mustache, lashes, and brows -- from multi-view images, converting an unstructured 3D Gaussian representation into an explicit curve-based strand representation. We resolve geometric ambiguities in four stages: (i) optimizing 3D Gaussians constrained by tracked head geometry to enforce early ray termination and suppress sub-surface noise; (ii) tracing continuous strands robust to frequent crossings and extreme curvature; (iii) grounding strands to the surface and resolving root-tip ambiguity via a physically-motivated prior; and (iv) refining the reconstruction through opacity-driven density control under photometric optimization. To our knowledge, this is the first method to reconstruct high-fidelity facial hair strands from a 3D Gaussian representation. The recovered strands faithfully preserve the orientation and sparsity patterns characteristic of facial hair, and yield assets immediately suitable for downstream production tasks, including facial animation and physical simulation, geometric grooming and transfer, appearance editing, and physics-based rendering.

cs.GR

Fast Image-based Neural Relighting with Translucency-Reflection Modeling

Image-based lighting (IBL) is a widely used technique that renders objects using a high dynamic range image or environment map. However, aggregating the irradiance at the object's surface is computationally expensive, in particular for non-opaque, translucent materials that require volumetric rendering techniques. In this paper we present a fast neural 3D reconstruction and relighting model that extends volumetric implicit models such as neural radiance fields to be relightable using IBL. It is general enough to handle materials that exhibit complex light transport effects, such as translucency and glossy reflections from detailed surface geometry, producing realistic and compelling results. Rendering can be within a second at 800$\times$800 resolution (0.72s on an NVIDIA 3090 GPU and 0.30s on an A100 GPU) without engineering optimization. Our code and dataset are available at https://zhusz.github.io/TRHM-Webpage/.

cs.CV

Estimation of Spectral Biophysical Skin Properties from Captured RGB Albedo

We present a new method to reconstruct and manipulate the spectral properties of human skin from simple RGB albedo captures. To this end, we leverage Monte Carlo light simulation over an accurate biophysical human skin layering model parameterized by its most important components, thereby covering a plausible range of colors. The practical complexity of the model allows us to learn the inverse mapping from any albedo to its most probable associated skin properties. Our technique can faithfully reproduce any skin type, being expressive enough to automatically handle more challenging areas like the lips or imperfections in the face. Thanks to the smoothness of the skin parameters maps recovered, the albedo can be robustly edited through meaningful biophysical properties.

cs.CV

A Radiative Transfer Framework for Spatially-Correlated Materials

We introduce a non-exponential radiative framework that takes into account the local spatial correlation of scattering particles in a medium. Most previous works in graphics have ignored this, assuming uncorrelated media with a uniform, random local distribution of particles. However, positive and negative correlation lead to slower- and faster-than-exponential attenuation respectively, which cannot be predicted by the Beer-Lambert law. As our results show, this has a major effect on extinction, and thus appearance. From recent advances in neutron transport, we first introduce our Extended Generalized Boltzmann Equation, and develop a general framework for light transport in correlated media. We lift the limitations of the original formulation, including an analysis of the boundary conditions, and present a model suitable for computer graphics, based on optical properties of the media and statistical distributions of scatterers. In addition, we present an analytic expression for transmittance in the case of positive correlation, and show how to incorporate it efficiently into a Monte Carlo renderer. We show results with a wide range of both positive and negative correlation, and demonstrate the differences compared to classic light transport.

cs.GR