Curvature-Dependent Reflectance Function; CDRF CDRF D CPU ) 3) Jensen 4),5) 2002 CM 2.2 GPU d Eon 6) 2 CPU GPU d Eon c 2011 Inf

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1 情報処理学会研究報告 リアルタイムスキンシェーダとしての 曲率に依存する反射関数の提案と実装 久 津 保 田 尋 順 之 1 平 3 土 橋 森 島 宜 繁 典 2 生 1 人間の肌のような半透明物体のリアルな質感を再現するためには 表面下散乱を考 慮して描画することが必要不可欠である そこで本研究では半透明物体の高速描画を 目的とし 曲率に依存する反射関数 CDRF を提案する 実際の映像作品ではキャ ラクタの肌はそれぞれに特徴的で誇張した表現手法がとられるため 本研究では材質 の散乱特性の調整だけでなく 曲率自体を強調する手法を導入することで 表面下散 乱の影響が誇張された印象的な肌を表現可能なスキンシェーダを実現する Proposal and Implementation of Curvature-Dependent Reflectance Function as a Real-time Skin Shader Hiroyuki Kubo, 1 Yoshinori Dobashi, 2 Jumpei Tsuda 3 and Shigeo Morishima 1 図1 Simulating sub-surface scattering is one of the most effective ways to realistically synthesize translucent materials, especiallyhuman skin. This paper describes a technique of Curvature-Dependent Reflectance Function (CDRF) as a real-time skin shader and its implementation for a practical usage. For a production pipeline, we build a simple workflow, and prepare a method for exaggeration of scattering effects to describe a character s skin individuality. c TECMO KOEI GAMES CO., LTD. 女性キャラクタへの適用例 ( 2009 Team NINJA All rights reserved.) 1. は じ め に 3D コンピュータグラフィックスにおいて 様々な物質の反射特性をモデル化することは フォトリアリスティックなレンダリングを実現する上で極めて重要と言える なかでも人間 1 早稲田大学 Waseda University 2 北海道大学 Hokkaido University 3 株式会社コーエーテクモゲームス TECMO KOEI GAMES CO., LTD. の肌や大理石に代表される半透明な物体で見られる柔らかな陰影を再現することで リアリ ティを向上させ 映像に強い説得力を与えることができる そのため CG を用いた半透明 物体の表現は コンピュータにおける演算能力のめざましい向上に伴い 特に映画などのオ フラインレンダリング用途で多く用いられるようになってきている 半透明物体では 物体 1 c 2011 Information Processing Society of Japan

2 Curvature-Dependent Reflectance Function; CDRF CDRF D CPU ) 3) Jensen 4),5) 2002 CM 2.2 GPU d Eon 6) 2 CPU GPU d Eon c 2011 Information Processing Society of Japan

3 12 UV 1 13 D UV UV- UV UV D 2 UV UV Kolchin 7) Kolchin C-2 2.2[fps] Kolchin Kolchin Kolchin BRDF(Bidirectional Reflectance Distribution Functions) BRDF BRDF 2 CDRF (Curvature-Dependent Reflectance Function) D CPU σ 0 GPU Softimage 3.1 Curvature-Dependent Reflectance Function κ r = 1/κ 3 c 2011 Information Processing Society of Japan

4 (2) L i σ g (θ i, σ) θ i σ 0 r σ = σ 0/r κ σ(κ) = σ 0 r = σ 0κ (1) f c r f c r (θ i, κ) = (L i g) (θ i ) (2) θ i L i 0 L 0 L i = L 0 max (cos θ i, 0) (3) L 0 g (θ i, σ) ) 1 g (θ i, σ) = g (θ i, σ 0 κ) = ( 2πσ0 κ exp θ2 i (4) 2σ0 2κ2 L d fr c L d = k d fr c (θ i, κ)l i(x, ω i )dω i (5) Ω k d ω i n n ω i = cos θ i σ = 0 (2) σ 0 σ 0 = 0 f c r (θ i, κ) σ0 =0 = L i δ (6) = L 0 max(cos θ i, 0) (7) σ 0 θ i π/2 σ CDRF GPU (2) (2) CDRF θ i (σ 0κ) (LUT) θ i = arccos(n ω i ) cos(θ i ) = n ω i LUT u, v u = n ω i (8) v = σ = σ 0 κ (9) u [ 1, 1],v [0.0, 3.0] (2) LUT 3 LUT LUT 512[pixel] 32bit (R32F) 2.0[sec] LUT σ 0 32bit (2) 4 c 2011 Information Processing Society of Japan

5 情報処理学会研究報告 (a) Lambert シェーダ 図4 (b) 提案法 (r = 10.0) (c) 提案法 (r = 1.0) 半径の異なる球の描画結果 ように CDRF の定義域は [0.0, 1.0] であるため メモリの節約のため通常のカラーマップと 同様に 8bit で作成した場合でも明らかな破綻は生じない 3.3 表面下散乱の誇張表現 実際の映像作品での使用を想定すると 必ずしも物理的に厳密な表現でなくても表面下散 乱現象を誇張して表現することで 登場するキャラクタの個性に合わせて特徴的な肌の質感 を表現することが求められる そこで実際の曲率 κ に対して ユーザが描画結果を確認し ながら次式のように変換することで 強調された曲率 κ を用いる κ = ακ + β 4. 結 (10) 果 図 5 男性キャラクタの適用例 c TECMO KOEI GAMES CO., LTD. Team NINJA All rights reserved 図 4 に ランバートシェーダと提案法を用いて人間の肌を模倣するようにパラメータを 調整し 球体を描画した結果を示す 図 4-(a) はランバートシェーダによって描画されてい の肌特有の 赤みがかった柔らかな陰影が表現されている また 図 5-(b) に示されるテク るため 光の直接当たらない裏側の部分は暗くなる また 図 4-(b) は提案法によって描画 スチャブラー法と比較しても遜色のない描画結果が得られる一方 描画速度はテクスチャブ しているが 比較的半径の大きな球であるため 表面下散乱の影響は相対的に弱まり 結果 ラー法の 41.5[fps] に対して提案法は 492.1[fps] と 極めて低い計算コストで描画が可能と 的にランバートシェーダとほとんど一致する 一方 図 4-(c) は提案法を用いて半径の小さ なった また 最も単純で計算負荷の少ないシェーディング法であるランバートシェーディ な球に対して描画を実行しており 表面下散乱の影響は強く見られ 特に赤い波長の光が散 ングで描画した場合では 575.2[fps] であり 提案法のフレームレートの低下は 14 乱し 人間の肌らしい陰影が得られていることがわかる 5. 評 図 1 に女性のキャラクタの 図 5 には男性キャラクタをレンダリングした例を示す 人肌 価 の場合は特に赤い波長の光が青や緑の波長と比較して平均自由行程が長く 物体内部に入射 本手法は 実際の商用ゲーム作品である 戦国無双3 Z 真 三國無双6 いずれも した光が遠くまで届くことが知られている そのため 赤の波長に関わる散乱パラメータ σ0 株式会社コーエーテクモゲームス にスキンシェーダとして採用された 登場するキャラク を比較的大きめに設定することで人肌らしい反射特性を再現した 図 1-(a) や図 5-(a) に示 タの肌の質感を調整するために多くのプロのデザイナに使用され 同時に多くのフィード されるランバートシェーディングと比較して 図 1-(b), 図 5-(c) に示される提案法は 人間 バックを得ることが出来た 5 c 2011 Information Processing Society of Japan

6 GPU 6. CDRF 8) 1) Kajiya, J.T.: The rendering equation, Proceedings of the 13th annual conference on Computer graphics and interactive techniques, SIGGRAPH 86, New York, NY, USA, ACM, pp (1986). 2) Dorsey, J., Edelman, A., Jensen, H.W., Legakis, J. and Pedersen, H.K.: Modeling and rendering of weathered stone, Proceedings of the 26th annual conference on Computer graphics and interactive techniques, SIGGRAPH 99, New York, NY, USA, ACM, pp (1999). 3) Jensen, H.W., Legakis, J. and Dorsey, J.: Rendering of Wet Materials, Rendering Techniques 99 (Lischinski, D. and Larson, G.W., eds.), Springer-Verlag, pp (1999). 4) Jensen, H.W., Marschner, S.R., Levoy, M. and Hanrahan, P.: A practical model for subsurface light transport, Proceedings of the 28th annual conference on Computer graphics and interactive techniques, SIGGRAPH 01, New York, NY, USA, ACM, pp (2001). 5) Jensen, H.W. and Buhler, J.: A rapid hierarchical rendering technique for translucent materials, ACM Trans. Graph., Vol.21, pp (2002). 6) d Eon, E., Luebke, D. and Enderton, E.: Efficient rendering of human skin, Rendering Techniques (Proceedings of the Eurographics Symposium on Rendering), pp (2007). 7) Kolchin, K.: Curvature-based shading of translucent materials, such as human skin, Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia, GRAPHITE 07, New York, NY, USA, ACM, pp (2007). 8) Vergne, R., Pacanowski, R., Barla, P., Granier, X. and Schlick, C.: Light Warping for Enhanced Surface Depiction, ACM Transaction on Graphics (Proceedings of SIGGRAPH 2009), Vol.28, No.3 (2009). 6 c 2011 Information Processing Society of Japan

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