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An imitation of realistic subsurface scattering texture for physically based rendering workflow

机译:基于物理基于渲染工作流的现实地下散射纹理模仿

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Recently, physically based rendering (PBR) [1] has become popular with respect to visual realism in the computer graphics field. PBR model is more of a ray tracing calculation than a legacy Lambert or Phong model. This technique has become the industry standard for movies and video game developments. This paper refers to a simple model for subsurface light transport in translucent materials with respect to the PBR system. We attempt to simulate a realistic subsurface scattering by choosing to mimic a cake-surface texture, which has a sophisticated translucent material, and nest-like structure that can demonstrate the characteristics of the bidirectional scattering distribution function (BSDF). We used the Arnold engine with 3ds max software for Monte Carlo ray-tracing calculation in CPU. We compared the difference between the photo-scanning map and the procedural shader, which were fed into the displacement channel to achieve a random organic texture of a cake-surface. This approach showed the advantages and disadvantages of these different situations in the PBR workflow. With the knowledge of the examining mathematical model of PBR, we describe that the PBR theory and the practical aspect to validate this procedural shader, can provide more advantages in a variety of material mimic. Finally, the workflow of the experiment can help 3D artists design realistic looking surfaces as effortlessly as possible based on physically accurate formulas.
机译:最近,物理上基于渲染(PBR)[1]在计算机图形字段中的视觉现实主义方面变得流行。 PBR模型更像是光线跟踪计算,而不是传统的兰伯特或PHONG模型。这种技术已成为电影和视频游戏发展的行业标准。本文是指在PBR系统中的半透明材料中地下光传输的简单模型。我们试图通过选择模仿蛋糕表面纹理来模拟现实地下散射,该蛋糕表面纹理具有复杂的半透明材料,以及可以证明双向散射分布函数(BSDF)的特性的巢状结构。我们使用Arnold引擎在CPU中为Monte Carlo射线跟踪计算进行了3ds Max软件。我们比较了光扫描地图和程序着色器之间的差异,该差异被送入位移通道以实现蛋糕表面的随机有机纹理。这种方法展示了PBR工作流程中这些不同情况的优缺点。随着检测PBR的数学模型的知识,我们描述了PBR理论和验证该程序着色器的实用方面,可以在各种材料模仿中提供更多优势。最后,实验的工作流程可以帮助3D艺术家根据物理准确的公式尽可能地毫不费力地设计现实的看起来。

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