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Simulated Bidirectional Texture Functions with Silhouette Details

机译:具有轮廓细节的模拟双向纹理函数

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The representation of material appearance requires an understanding of the underlying structures of real surfaces, light-material interaction, and human visual system. The Bidirectional Texture Function (BTF) describes real-world materials as a spatial variation of reflectance, which depends on view and light directions. Real BTFs integrate all optical phenomena occurring in a complex material, such as self-occlusions, interreflections, subsurface scattering, etc., independently of the mesoscopic surface geometry. In this paper, we revisit BTF simulation to improve the modeling of surface appearance. In the recent years, computer graphics has achieved very good levels of image realism on geometrical appearance of 3D scenes. It is therefore logical to think that using this technology to simulate visual effects at the level of the mesoscopic geometry should provide even more realistic simulated BTFs. Our ultimate goal here is thus to produce material appearance as rich and as similar as those in reality, but relying more on the intuition and skills of artists, and on the rendering capacity of today's computer graphics. We have designed a virtual parallel-projection / directional incident illumination framework (hat exploits rendering coherency in order to produce, in reasonable rendering times and with good compression ratios, BTFs of complex mesoscopic geometry, and this, even at grazing angles. Our current framework can simulate efficiently local interreflections effects within mesoscopic structures, as well as effects due to transparency, silhouettes, and surface curvatures. Our general simulation framework should also prove extensible to several other visual phenomena.
机译:物质外观的表示需要了解真实表面的底层结构,光与物质的相互作用以及人类的视觉系统。双向纹理功能(BTF)将现实世界中的材料描述为反射率的空间变化,它取决于视图和光的方向。真实的BTF集成了复杂材料中发生的所有光学现象,例如自闭塞,相互反射,地下散射等,而与介观表面几何形状无关。在本文中,我们将重新研究BTF模拟以改善表面外观的建模。近年来,计算机图形学在3D场景的几何外观上已经达到了非常好的图像逼真度。因此,逻辑上认为,使用此技术在介观几何体级别上模拟视觉效果应该提供更加逼真的模拟BTF。因此,我们的最终目标是使材质外观与现实中的外观一样丰富和相似,但更多地取决于艺术家的直觉和技巧,以及当今计算机图形的渲染能力。我们设计了一个虚拟的平行投影/定向入射照明框架(该帽子利用了渲染一致性,以便在合理的渲染时间内并以良好的压缩比生成复杂的介观几何体的BTF,甚至在掠射角度也是如此。)当前框架可以有效地模拟介观结构内的局部相互反射效果,以及由于透明度,轮廓和表面曲率引起的效果,我们的通用模拟框架还应证明可扩展到其他几种视觉现象。

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