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Fast Extraction of BRDFs and Material Maps from Images

机译:快速提取图像的BRDF和物料贴图

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The high dimensionality of the BRDF makes it difficult to use measured data for hardware rendering. Common solutions to overcome this problem include expressing a BRDF as a sum of basis functions or factorizing it into several functions of smaller dimensions which can be sampled into a texture. In this paper we will focus on homomorphic factorization, which can be accelerated by preinverting the constraint matrix if the sampling pattern and the layout of the samples in the representation are fixed. Applying the preinverted constraint matrix is very fast and can be used to calculate factorization and material maps at interactive rates. We use this to derive shaders from painted examples. The technique presented in this paper allows interactive definition of materials, and, although based on physical parameters, this method can realize a variety of non-photorealistic effects.
机译:BRDF的高维度使得难以使用测量的硬件渲染数据。克服该问题的公共解决方案包括将BRDF作为基本函数的总和或将其分解成较小尺寸的若干函数,该尺寸可以被采样到纹理中。在本文中,我们将专注于同态分解,如果在表示的采样模式和样品的布局是固定的,则可以通过预先改变约束矩阵来加速。应用预处理的约束矩阵非常快,可用于计算交互式速率的分解和材料映射。我们使用它来从绘制示例中派生着色器。本文呈现的技术允许材料的交互式定义,但是,尽管基于物理参数,但该方法可以实现各种非黑色型效应。

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