Making a human skin with CG
The purpose of the present study is to predict the multilayer layout that provides the desired color and translucency of human skin created by the designer. It is, therefore, possible to predict the layout using a neural network by measuring the LSF from human skin designed in CG simulation. We, therefore, evaluated the result of machine learning by reproducing the CG of human skin with expected translucency. It is necessary to specify the absorption coefficient and scattering coefficient of the object to control the color and translucency of translucent objects, such as human skin. In rendering human skin in CG, we used the Mitsuba renderer [23], which is an open-source physics-based renderer. In this renderer, the desired translucency can be reproduced by specifying the absorption and scattering coefficients. We used known values of the absorption and scattering coefficients for typical Asian skin, which were calculated in Ref. [24]. Each coefficient was calculated for RGB wavelengths (700.00, 546.10, 435.80 nm). As a detailed setting of Asian skin, the ratio of the two types of melanin in the skin was set at 0.7 for eumelanin to 0.3 for pheomelanin. In addition, the ratio of the melanin portion to the baseline portion (non-pigmented skin tissue) of the skin was set at 0.12–0.88. These values have been given as average values for Asians [24]. The absorption coefficients of the human skin thus set were (R, G, B) = (2.2035, 5.3338, 12.178) \({\text{mm}}^{ - 1}\) and the isotropic scattering coefficients were (R, G, B) = (191.28, 381.59, 774.31)\({\text{mm}}^{ - 1}\). Here, we assume that the designer has no knowledge of the biological skin structure and from the limitation of rendering program, we can only use the rendering technique by Jensen et al. which can only handle single set of µs and µa in the media [15]. Therefore, we used a single set of µs and µa to create our CG of skin. The rendering result for a cube with the above coefficients is shown in Fig. 13a. Figure 13b shows an enlarged view of standard human skin with a spotlight (width of 0.1 in world coordinate system) applied. The skin in Fig. 13a has the general translucency of Asian skin, but to reproduce various translucencies, the absorption coefficient was empirically multiplied by an appropriate constant. Figure 13c is a rendered image of skin with a high absorption coefficient; i.e., 100 times the absorption coefficient in Fig. 13a. Figure 13d shows the skin in Fig. 13c illuminated by a point light source. A comparison of the two images confirms that the light spreads differently and there is a different translucency. Thus, CG samples with various degrees of translucency are created by empirically multiplying the absorption coefficient by a constant. We only changed the absorption coefficient in rendering process as the first step of series of researches, and the change of scattering coefficient should be considered in the next step of research.
Prediction of layered ink layout
The LSF of the rendered human skin was acquired and input to the learned neural network to predict its layout. We calculated the LSF using the point spread function (PSF) of the image where the narrow spotlight was projected on the CG human skin. The LSF gave each RGB component 100 values in a total of 300 arrays as for the learned setting. The obtained LSF was input to the learned network, and we show an example of the layout estimated using the LSF in Fig. 14a. The figure shows how many layers of each ink are required and is a denormalized version of the output of the neural network. However, considering the cost of 3D printing, in this study, the estimated layout by the neural network is converted to the layout in the dataset used for learning of the neural network, and the color patches are considered as fabricated objects for evaluation. The specific operation of the layout modification is that if multiple layers are selected in each of the epidermal or dermal layers, they are merged into the largest number. The result of these modifications is shown in Fig. 14b. The concern about the no evaluation of the actual fabricated skin is considered to be the error caused by converting the estimated layout to the layout in the dataset used for learning of neural network. In evaluating the LSF, the above modification of the layout from actual estimated layout will give disadvantageous to the evaluation results if the experimental setting of 3D printer is same as the setting when the 1875 patches were printed. Therefore, we can conclude that our estimated layout will give enough high evaluation if the evaluation results for layout in the dataset which was converted from the estimated layout give a enough high evaluation results. In addition, we consider that limiting the number of layouts by converting to layouts in the dataset is effective in terms of reducing printing costs.
Figure 15 shows the results of estimating the layout using the LSF obtained from the rendered human skin. In this study, the LSF of the fabricating results is known because the layout is selected from the dataset, as shown in Fig. 15. Therefore, the LSF of each result is also included. The results show that (a) the universal skin and (b) the red skin are subjectively similar in appearance. However, (c) the skin with absorption coefficients that are 100 times higher has a color different from that of the CG skin. In material appearance reproduction, subjective appearance is also a very important factor. We next computed the RMSE between the LSF of the CG and the LSF of the object with the estimated layout to compare the LSFs. Results are given in Table 1. The color reproduction was also evaluated by RMSE using RGB data which is ranged from 0 to 1 in each channel. As a result, the color error in RGB space was 0.032 for (a), 0.058 for (b), and 0.054 for (c) in the Fig. 15. Furthermore, to evaluate the error, the patch with the lowest RMSE for the LSF of the CG skin was searched for and selected from a dataset, like a lookup table (LUT). The RMSE of the LSF between the selected patches and the CG skin is also given in Table 1. In addition, a subjective comparison of the estimation result using the neural network and the search result using the LUT is made in Fig. 16. Table 1 shows that the LSF difference in RMSE between the estimation results by the neural network and the search results by the LUT is about 1 ~ 3%. In Fig. 16, the rough shape of the LSF is similar in (a) and (b), but there is a difference in (c). This result suggests that our neural network is unstable in estimating the LSF, which shows strong absorption.
Table 1 RMSE for LSF values In a more detailed evaluation, the error statistics were examined using a larger number of CG samples. In addition to the three samples shown in Fig. 15, we included five samples as shown in Fig. 17. These samples were created by varying the absorption coefficient of the skin, as explained above. We estimated the layout using the LSF obtained from these samples as in the above procedure and took the RMSE between the LSF of the fabrication result and the LSF of the input. These eight results are shown in Table 2. The results show that the RMSE is about 3 ~ 6%, and the accuracy of the estimation results varied depending on the difference of absorption coefficient.
Table 2 RMSE for various samples The above results show that we were able to estimate a layout with translucency close to the target translucency within the range of the dataset. The limitation of the present study is that it is difficult to reproduce the LSF of the target with high accuracy because the output is modified by the condition that the number of layers is 10 and that only one clear ink, only one brown ink, and only one red ink can be used. Therefore, the accuracy may be further improved when modeling using the layout output by the neural network. However, because of the cost of 3D printing, this study is limited to evaluating the accuracy within a color patch. In addition, Fig. 15c shows that there are cases where the colors are different even though the LSFs are similar. We, therefore, consider that obtaining the LSF with RGB values is not well suited to color reproduction. It is thus clear that we need to reconsider the methods of LSF calculation and color acquisition for the more accurate reproduction of translucency and color. In addition, we consider that it is possible to obtain similar LSF with different layouts. In this case, it is not possible to distinguish between those layouts with the current evaluation method. By adding a new evaluation aspect such as the number of used inks, it will be possible to distinguish similar LSF with different layouts.
Finally, we discuss some of the other accuracy issues that need to be considered in this study. First, regarding the LSF measurement accuracy of the CG skin, since our CG is based on simulation with enough number of lay tracing, it is not affected by noise. The second is the accuracy of fabricating the skin using the predicted layout. 3D printers can control the ink dot by dot, and we use our own system to perform half-toning; therefore, we have very high reproducibility (if we have the same 3D printer). Third, about the accuracy of LSF measurement of the 3D fabricated skin model. In this study, the images of 625 patches are taken in one shot for efficiency. As you can see in Sect. 5, there is some noise due to resolution and speckle. These are expected to be removed by improving the imaging system in our next step of research.