76 research outputs found

    Measurement and rendering of complex non-diffuse and goniochromatic packaging materials

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    Realistic renderings of materials with complex optical properties, such as goniochromatism and non-diffuse reflection, are difficult to achieve. In the context of the print and packaging industries, accurate visualisation of the complex appearance of such materials is a challenge, both for communication and quality control. In this paper, we characterise the bidirectional reflectance of two homogeneous print samples displaying complex optical properties. We demonstrate that in-plane retro-reflective measurements from a single input photograph, along with genetic algorithm-based BRDF fitting, allow to estimate an optimal set of parameters for reflectance models, to use for rendering. While such a minimal set of measurements enables visually satisfactory renderings of the measured materials, we show that a few additional photographs lead to more accurate results, in particular, for samples with goniochromatic appearance

    NOWY MODEL ODBICIA ŚWIATŁA OD POWIERZCHNI WYKORZYSTUJĄCY KOMBINACJĘ DWÓCH FUNKCJI SZEŚCIENNYCH

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    In the article the model of light reflection based on the combination of two cubic bidirectional reflectance distribution functions is developed. The main components of color and the main requirements for reproducing the object`s glares are analyzed. The usage characteristics of Cook-Torrance, Bagher, Oren-Nayar, coupled Shirley reflection models are described. The advantages and disadvantages of the highly productive Blinn-Phong model are considered. The necessity of approximating the Blinn-Phong model by a function of low degree is justified. The characteristics of the cubic polynomial approximation of the Blinn-Phong model are determined. It was established that the main drawback of this approximation is a significant deviation of the function from the reference function in the glare’s attenuation zone. The combined function that combines two cubic functions is proposed. The first cubic function reproduces the glare’s epicenter, and the second replaces the specified function in the attenuation zone. A system of equations for calculating the coefficients of the second function was created. The formula for the connection point of two cubic functions is obtained. A graph of the developed combined model based on cubic functions is obtained. For the combined and original cubic functions a comparison of the maximum relative errors in the glare’s epicenter zone, the maximum absolute errors, and the relative errors at the inflection point was made. A three-dimensional plot of the absolute error of the combined cubic model from the Blinn-Phong model depending on the shininess and the angle value is built. Visualization results based on the combined and the original cubic functions are compared. It is confirmed that the proposed reflection model increases the realism of glare formation in the attenuation zone. The resulting combined reflection model provides a highly accurate approximation of the Blinn-Phong model and is highly efficient because the third power function is used.W artykule opracowano model odbicia światła oparty na kombinacji dwóch sześciennych dwukierunkowych funkcji rozkładu odbicia. Przeanalizowano główne składniki koloru i główne wymagania dotyczące odtwarzania odblasków obiektu. Opisano charakterystykę użytkowania modeli odbicia Cooka-Torrance'a, Baghera, Orena-Nayara i Shirleya. Rozważono zalety i wady wysoce wydajnego modelu Blinn-Phong. Uzasadniono konieczność aproksymacji modelu Blinna-Phonga funkcją niskiego stopnia. Określono charakterystykę wielomianu sześciennego aproksymującego model Blinna-Phonga. Ustalono, że główną wadą tej aproksymacji jest znaczne odchylenie funkcji od funkcji odniesienia w strefie tłumienia olśnienia. Zaproponowano funkcję kombinowaną, która łączy dwie funkcje sześcienne. Pierwsza funkcja sześcienna odtwarza epicentrum olśnienia, a druga zastępuje określoną funkcję w strefie tłumienia. Stworzono układ równań do obliczania współczynników drugiej funkcji. Uzyskano wzór na punkt połączenia dwóch funkcji sześciennych. Uzyskano wykres opracowanego połączonego modelu opartego na funkcjach sześciennych. Dla połączonych i oryginalnych funkcji sześciennych dokonano porównania maksymalnych błędów względnych w strefie epicentrum olśnienia, maksymalnych błędów bezwzględnych i błędów względnych w punkcie przegięcia. Zbudowano trójwymiarowy wykres błędu bezwzględnego połączonego modelu sześciennego z modelu Blinna-Phonga w zależności od połysku i wartości kąta. Porównano wyniki wizualizacji oparte na połączonych i oryginalnych funkcjach sześciennych. Potwierdzono, że proponowany model odbicia zwiększa realizm powstawania odblasków w strefie tłumienia. Wynikowy połączony model odbicia zapewnia bardzo dokładne przybliżenie modelu Blinna-Phonga i jest bardzo wydajny, ponieważ używana jest funkcja trzeciej potęgi

    Selective BRDFs for High Fidelity Rendering

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    High fidelity rendering systems rely on accurate material representations to produce a realistic visual appearance. However, these accurate models can be slow to evaluate. This work presents an approach for approximating these high accuracy reflectance models with faster, less complicated functions in regions of an image which possess low visual importance. A subjective rating experiment was conducted in which thirty participants were asked to assess the similarity of scenes rendered with low quality reflectance models, a high quality data-driven model and saliency based hybrids of those images. In two out of the three scenes that were evaluated significant differences were not found between the hybrid and reference images. This implies that in less visually salient regions of an image computational gains can be achieved by approximating computationally expensive materials with simpler analytic models

    BxDF material acquisition, representation, and rendering for VR and design

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    Photorealistic and physically-based rendering of real-world environments with high fidelity materials is important to a range of applications, including special effects, architectural modelling, cultural heritage, computer games, automotive design, and virtual reality (VR). Our perception of the world depends on lighting and surface material characteristics, which determine how the light is reflected, scattered, and absorbed. In order to reproduce appearance, we must therefore understand all the ways objects interact with light, and the acquisition and representation of materials has thus been an important part of computer graphics from early days. Nevertheless, no material model nor acquisition setup is without limitations in terms of the variety of materials represented, and different approaches vary widely in terms of compatibility and ease of use. In this course, we describe the state of the art in material appearance acquisition and modelling, ranging from mathematical BSDFs to data-driven capture and representation of anisotropic materials, and volumetric/thread models for patterned fabrics. We further address the problem of material appearance constancy across different rendering platforms. We present two case studies in architectural and interior design. The first study demonstrates Yulio, a new platform for the creation, delivery, and visualization of acquired material models and reverse engineered cloth models in immersive VR experiences. The second study shows an end-to-end process of capture and data-driven BSDF representation using the physically-based Radiance system for lighting simulation and rendering

    NEW SURFACE REFLECTANCE MODEL WITH THE COMBINATION OF TWO CUBIC FUNCTIONS USAGE

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    In the article the model of light reflection based on the combination of two cubic bidirectional reflectance distribution functions is developed. The main components of color and the main requirements for reproducing the object`s glares are analyzed. The usage characteristics of Cook-Torrance, Bagher, Oren-Nayar, coupled Shirley reflection models are described. The advantages and disadvantages of the highly productive Blinn-Phong model are considered. The necessity of approximating the Blinn-Phong model by a function of low degree is justified. The characteristics of the cubic polynomial approximation of the Blinn-Phong model are determined. It was established that the main drawback of this approximation is a significant deviation of the function from the reference function in the glare’s attenuation zone. The combined function that combines two cubic functions is proposed. The first cubic function reproduces the glare’s epicenter, and the second replaces the specified function in the attenuation zone. A system of equations for calculating the coefficients of the second function was created. The formula for the connection point of two cubic functions is obtained. A graph of the developed combined model based on cubic functions is obtained. For the combined and original cubic functions a comparison of the maximum relative errors in the glare’s epicenter zone, the maximum absolute errors, and the relative errors at the inflection point was made. A three-dimensional plot of the absolute error of the combined cubic model from the Blinn-Phong model depending on the shininess and the angle value is built. Visualization results based on the combined and the original cubic functions are compared. It is confirmed that the proposed reflection model increases the realism of glare formation in the attenuation zone. The resulting combined reflection model provides a highly accurate approximation of the Blinn-Phong model and is highly efficient because the third power function is used

    A Composite BRDF Model for Hazy Gloss

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    International audienceWe introduce a bidirectional reflectance distribution function (BRDF) model for the rendering of materials that exhibit hazy reflections, whereby the specular reflections appear to be flanked by a surrounding halo. The focus of this work is on artistic control and ease of implementation for real-time and off-line rendering. We propose relying on a composite material based on a pair of arbitrary BRDF models; however, instead of controlling their physical parameters, we expose perceptual parameters inspired by visual experiments [VBF17]. Our main contribution then consists in a mapping from perceptual to physical parameters that ensures the resulting composite BRDF is valid in terms of reciprocity, positivity and energy conservation. The immediate benefit of our approach is to provide direct artistic control over both the intensity and extent of the haze effect, which is not only necessary for editing purposes, but also essential to vary haziness spatially over an object surface. Our solution is also simple to implement as it requires no new importance sampling strategy and relies on existing BRDF models. Such a simplicity is key to approximating the method for the editing of hazy gloss in real-time and for compositing

    Neural BRDF Representation and Importance Sampling

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    Controlled capture of real-world material appearance yields tabulated sets of highly realistic reflectance data. In practice, however, its high memory footprint requires compressing into a representation that can be used efficiently in rendering while remaining faithful to the original. Previous works in appearance encoding often prioritized one of these requirements at the expense of the other, by either applying high-fidelity array compression strategies not suited for efficient queries during rendering, or by fitting a compact analytic model that lacks expressiveness. We present a compact neural network-based representation of BRDF data that combines high-accuracy reconstruction with efficient practical rendering via built-in interpolation of reflectance. We encode BRDFs as lightweight networks, and propose a training scheme with adaptive angular sampling, critical for the accurate reconstruction of specular highlights. Additionally, we propose a novel approach to make our representation amenable to importance sampling: rather than inverting the trained networks, we learn to encode them in a more compact embedding that can be mapped to parameters of an analytic BRDF for which importance sampling is known. We evaluate encoding results on isotropic and anisotropic BRDFs from multiple real-world datasets, and importance sampling performance for isotropic BRDFs mapped to two different analytic models

    BRDF representation and acquisition

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    Photorealistic rendering of real world environments is important in a range of different areas; including Visual Special effects, Interior/Exterior Modelling, Architectural Modelling, Cultural Heritage, Computer Games and Automotive Design. Currently, rendering systems are able to produce photorealistic simulations of the appearance of many real-world materials. In the real world, viewer perception of objects depends on the lighting and object/material/surface characteristics, the way a surface interacts with the light and on how the light is reflected, scattered, absorbed by the surface and the impact these characteristics have on material appearance. In order to re-produce this, it is necessary to understand how materials interact with light. Thus the representation and acquisition of material models has become such an active research area. This survey of the state-of-the-art of BRDF Representation and Acquisition presents an overview of BRDF (Bidirectional Reflectance Distribution Function) models used to represent surface/material reflection characteristics, and describes current acquisition methods for the capture and rendering of photorealistic materials

    BRDF Representation and Acquisition

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    Photorealistic rendering of real world environments is important in a range of different areas; including Visual Special effects, Interior/Exterior Modelling, Architectural Modelling, Cultural Heritage, Computer Games and Automotive Design. Currently, rendering systems are able to produce photorealistic simulations of the appearance of many real-world materials. In the real world, viewer perception of objects depends on the lighting and object/material/surface characteristics, the way a surface interacts with the light and on how the light is reflected, scattered, absorbed by the surface and the impact these characteristics have on material appearance. In order to re-produce this, it is necessary to understand how materials interact with light. Thus the representation and acquisition of material models has become such an active research area. This survey of the state-of-the-art of BRDF Representation and Acquisition presents an overview of BRDF (Bidirectional Reflectance Distribution Function) models used to represent surface/material reflection characteristics, and describes current acquisition methods for the capture and rendering of photorealistic materials

    On Practical Sampling of Bidirectional Reflectance

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