SIGGRAPH 2026 Poster

PressureBlush: Real-Time Blanching and Hyperemia Shading from Neural Deformation Signals

Woonjung Kim1, Haemin Kim2, Junyong Noh2,*

1Nexon Games    2Visual Media Lab, KAIST   * Corresponding author

Blanching and hyperemia generated during self-contact from neural deformation signals, evaluated entirely in shader.

Abstract

We present PressureBlush, a real-time system for blanching and hyperemia during self-contact. Our approach reinterprets the output of a neural deformation network as an implicit pressure signal, producing a physiologically motivated appearance response.

At the geometry level, we construct a customized training dataset and train a neural deformation network to predict self-contact-specific deformation. At the appearance level, we interpret the trained network's per-vertex output as a pressure proxy and resolve it into central blanching and peripheral hyperemia. The resulting response has distinct temporal dynamics, reflecting the asymmetry between immediate capillary occlusion under pressure and delayed reactive reddening after release.

The appearance response is evaluated entirely in shader, without additional simulation, precomputed textures, or artist-authored masks, enabling real-time contact-induced appearance change from learned deformation signals alone.

Method

PressureBlush has two stages: data generation for learning contact-isolated deformation, and runtime appearance synthesis from the learned signal. Paired Houdini Otis tissue simulations, one with self-collision and one without, yield a contact-isolated residual that trains Unreal Engine's ML Deformer (Neural Morph Model). At runtime, the predicted corrective displacement is reinterpreted relative to the LBS mesh as pressure signals.

System overview: data generation and runtime pipeline
System overview. Paired simulations produce contact-isolated targets for an ML Deformer; at runtime, predicted deformation becomes pressure signals feeding Contact Response Synthesis to compute the final skin color Yt.

The corrective displacement is projected onto the surface normal to give inward (Pin) and outward (Pout) pressure. Contact Response Synthesis resolves these into temporally phased responses: an Impulse phase (a thin whitening band at the contact edge), a Sustained phase (blanch at the compressed centre, hyperemia around it), and a Residual phase (lingering peripheral redness after release). Hyperemia is composited first and blanching on top, so doubly-affected pixels read pale, consistent with capillary occlusion dominating reactive reddening.

Phase-dependent pressure and chromatic response
Phase-dependent response around a contact site, across the Impulse, Sustained and Residual phases. Pressure and complementary weighting guide the final blanching and hyperemia.

Results

PressureBlush combines self-contact-specific deformation with the corresponding color response, making contact visually legible and physically convincing through both shape and color.

Ablation comparison: LBS baseline, Contact-Trained MLD, and PressureBlush
Ablation. (a) LBS baseline, (b) Contact-Trained MLD (geometry only), (c) PressureBlush adds the corresponding skin-color response.
105.0
FPS
+2.16 ms
Total GPU over LBS
+0.73 ms
PressureBlush shader stage
4070 Ti S
RTX / i7-14700