# Polarimetric BSSRDF Acquisition of Dynamic Faces

arXiv: https://arxiv.org/abs/2501.01980 · HTML: https://mlsanity.com/paper/2501.01980/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Builds on 17 of its 89 references that are in the map.
- First posted on arXiv 29 Dec 2024.

## Builds on (most cited first, 17 of 17)

- [RAFT-Stereo: Multilevel Recurrent Field Transforms for Stereo Matching](https://mlsanity.com/paper/2109.07547/) (2021)
- [Coordinate Descent Algorithms](https://mlsanity.com/paper/1502.04759/) (2015)
- [SfSNet: Learning Shape, Reflectance and Illuminance of Faces in the Wild](https://mlsanity.com/paper/1712.01261/) (2017)
- [Learning Formation of Physically-Based Face Attributes](https://mlsanity.com/paper/2004.03458/) (2020)
- [Towards High-fidelity Nonlinear 3D Face Morphable Model](https://mlsanity.com/paper/1904.04933/) (2019)
- [Deep Polarization Imaging for 3D shape and SVBRDF Acquisition](https://mlsanity.com/paper/2105.02875/) (2021)
- [On Learning 3D Face Morphable Model from In-the-wild Images](https://mlsanity.com/paper/1808.09560/) (2018)
- [Shape from Polarization for Complex Scenes in the Wild](https://mlsanity.com/paper/2112.11377/) (2021)
- [PANDORA: Polarization-Aided Neural Decomposition Of Radiance](https://mlsanity.com/paper/2203.13458/) (2022)
- [Depth from a polarisation + RGB stereo pair](https://mlsanity.com/paper/1903.12061/) (2019)
- [Polarimetric Multi-View Inverse Rendering](https://mlsanity.com/paper/2007.08830/) (2020)
- [High-Res Facial Appearance Capture from Polarized Smartphone Images](https://mlsanity.com/paper/2212.01160/) (2022)
- [Video-driven Neural Physically-based Facial Asset for Production](https://mlsanity.com/paper/2202.05592/) (2022)
- [Multi-View Azimuth Stereo via Tangent Space Consistency](https://mlsanity.com/paper/2303.16447/) (2023)
- [Monochrome and Color Polarization Demosaicking Using Edge-Aware Residual Interpolation](https://mlsanity.com/paper/2007.14292/) (2020)
- [All-photon Polarimetric Time-of-Flight Imaging](https://mlsanity.com/paper/2112.09278/) (2021)
- [Estimation of Spectral Biophysical Skin Properties from Captured RGB Albedo](https://mlsanity.com/paper/2201.10695/) (2022)

## Built on by (most cited first, 3 of 3)

- [RGB-to-Polarization Estimation: A New Task and Benchmark Study](https://mlsanity.com/paper/2505.13050/) (2025)
- [Benchmarking Burst Super-Resolution for Polarization Images: Noise Dataset and Analysis](https://mlsanity.com/paper/2503.18705/) (2025)
- [Differentiable Polarized Path Tracing](https://mlsanity.com/paper/2607.13265/) (2026)

## Abstract (arXiv)

Acquisition and modeling of polarized light reflection and scattering help reveal the shape, structure, and physical characteristics of an object, which is increasingly important in computer graphics. However, current polarimetric acquisition systems are limited to static and opaque objects. Human faces, on the other hand, present a particularly difficult challenge, given their complex structure and reflectance properties, the strong presence of spatially-varying subsurface scattering, and their dynamic nature. We present a new polarimetric acquisition method for dynamic human faces, which focuses on capturing spatially varying appearance and precise geometry, across a wide spectrum of skin tones and facial expressions. It includes both single and heterogeneous subsurface scattering, index of refraction, and specular roughness and intensity, among other parameters, while revealing biophysically-based components such as inner- and outer-layer hemoglobin, eumelanin and pheomelanin. Our method leverages such components' unique multispectral absorption profiles to quantify their concentrations, which in turn inform our model about the complex interactions occurring within the skin layers. To our knowledge, our work is the first to simultaneously acquire polarimetric and spectral reflectance information alongside biophysically-based skin parameters and geometry of dynamic human faces. Moreover, our polarimetric skin model integrates seamlessly into various rendering pipelines.
