35 research outputs found

    Dynamic Display of BRDFs

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    This paper deals with the challenge of physically displaying reflectance, i.e., the appearance of a surface and its variation with the observer position and the illuminating environment. This is commonly described by the bidirectional reflectance distribution function (BRDF). We provide a catalogue of criteria for the display of BRDFs, and sketch a few orthogonal approaches to solving the problem in an optically passive way. Our specific implementation is based on a liquid surface, on which we excite waves in order to achieve a varying degree of anisotropic roughness. The resulting probability density function of the surface normal is shown to follow a Gaussian distribution similar to most established BRDF models

    Fabricating BRDFs at high spatial resolution using wave optics

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    Recent attempts to fabricate surfaces with custom reflectance functions boast impressive angular resolution, yet their spatial resolution is limited. In this paper we present a method to construct spatially varying reflectance at a high resolution of up to 220dpi, orders of magnitude greater than previous attempts, albeit with a lower angular resolution. The resolution of previous approaches is limited by the machining, but more fundamentally, by the geometric optics model on which they are built. Beyond a certain scale geometric optics models break down and wave effects must be taken into account. We present an analysis of incoherent reflectance based on wave optics and gain important insights into reflectance design. We further suggest and demonstrate a practical method, which takes into account the limitations of existing micro-fabrication techniques such as photolithography to design and fabricate a range of reflection effects, based on wave interference.United States-Israel Binational Science FoundationIntel Corporation (Intel Collaborative Research Institute for Computational Intelligence)National Science Foundation (U.S.) (CGV 1116303

    Practical acquisition and rendering of diffraction effects in surface reflectance

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    We propose two novel contributions for measurement based rendering of diffraction effects in surface reflectance of planar homogeneous diffractive materials. As a general solution for commonly manufactured materials, we propose a practical data-driven rendering technique and a measurement approach to efficiently render complex diffraction effects in real-time. Our measurement step simply involves photographing a planar diffractive sam- ple illuminated with an LED flash. Here, we directly record the resultant diffraction pattern on the sample surface due to a narrow band point source illumination. Furthermore, we propose an efficient rendering method that exploits the measurement in conjunction with the Huygens-Fresnel principle to fit relevant diffraction parameters based on a first order approximation. Our proposed data-driven rendering method requires the precomputation of a single diffraction look up table for accurate spectral rendering of com- plex diffraction effects. Secondly, for sharp specular samples, we propose a novel method for practical measurement of the underlying diffraction grating using out-of-focus “bokeh” photography of the specular highlight. We demonstrate how the measured bokeh can be employed as a height field to drive a diffraction shader based on a first order approximation for efficient real-time rendering. Finally, we also drive analytic solutions for a few special cases of diffraction from our measurements and demonstrate realistic rendering results under complex light sources and environments

    Spec2Fab: A reducer-tuner model for translating specifications to 3D prints

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    Multi-material 3D printing allows objects to be composed of complex, heterogenous arrangements of materials. It is often more natural to define a functional goal than to define the material composition of an object. Translating these functional requirements to fabri-cable 3D prints is still an open research problem. Recently, several specific instances of this problem have been explored (e.g., appearance or elastic deformation), but they exist as isolated, monolithic algorithms. In this paper, we propose an abstraction mechanism that simplifies the design, development, implementation, and reuse of these algorithms. Our solution relies on two new data structures: a reducer tree that efficiently parameterizes the space of material assignments and a tuner network that describes the optimization process used to compute material arrangement. We provide an application programming interface for specifying the desired object and for defining parameters for the reducer tree and tuner network. We illustrate the utility of our framework by implementing several fabrication algorithms as well as demonstrating the manufactured results.United States. Defense Advanced Research Projects Agency (N66001-12-1-4242)National Science Foundation (U.S.) (CCF-1138967)reducer-tuner model for translating specifications to 3D prints (IIS-1116296)Google (Firm) (Faculty Research Award

    Light in Power: A General and Parameter-free Algorithm for Caustic Design

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    We present in this paper a generic and parameter-free algorithm to efficiently build a wide variety of optical components, such as mirrors or lenses, that satisfy some light energy constraints. In all of our problems, one is given a collimated or point light source and a desired illumination after reflection or refraction and the goal is to design the geometry of a mirror or lens which transports exactly the light emitted by the source onto the target. We first propose a general framework and show that eight different optical component design problems amount to solving a light energy conservation equation that involves the computation of visibility diagrams. We then show that these diagrams all have the same structure and can be obtained by intersecting a 3D Power diagram with a planar or spherical domain. This allows us to propose an efficient and fully generic algorithm capable to solve these eight optical component design problems. The support of the prescribed target illumination can be a set of directions or a set of points located at a finite distance. Our solutions satisfy design constraints such as convexity or concavity. We show the effectiveness of our algorithm on simulated and fabricated examples

    Attribute-preserving gamut mapping of measured BRDFs

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    Reproducing the appearance of real-world materials using current printing technology is problematic. The reduced number of inks available define the printer's limited gamut, creating distortions in the printed appearance that are hard to control. Gamut mapping refers to the process of bringing an out-of-gamut material appearance into the printer's gamut, while minimizing such distortions as much as possible. We present a novel two-step gamut mapping algorithm that allows users to specify which perceptual attribute of the original material they want to preserve (such as brightness, or roughness). In the first step, we work in the low-dimensional intuitive appearance space recently proposed by Serrano et al. [SGM*16], and adjust achromatic reflectance via an objective function that strives to preserve certain attributes. From such intermediate representation, we then perform an image-based optimization including color information, to bring the BRDF into gamut. We show, both objectively and through a user study, how our method yields superior results compared to the state of the art, with the additional advantage that the user can specify which visual attributes need to be preserved. Moreover, we show how this approach can also be used for attribute-preserving material editing
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