2,038 research outputs found

    Image-based remapping of spatially-varying material appearance

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    BRDF models are ubiquitous tools for the representation of material appearance. However, there is now an astonishingly large number of different models in practical use. Both a lack of BRDF model standardisation across implementations found in different renderers, as well as the often semantically different capabilities of various models, have grown to be a major hindrance to the interchange of production assets between different rendering systems. Current attempts to solve this problem rely on manually finding visual similarities between models, or mathematical ones between their functional shapes, which requires access to the shader implementation, usually unavailable in commercial renderers. We present a method for automatic translation of material appearance between different BRDF models, which uses an image-based metric for appearance comparison, and that delegates the interaction with the model to the renderer. We analyse the performance of the method, both with respect to robustness and visual differences of the fits for multiple combinations of BRDF models. While it is effective for individual BRDFs, the computational cost does not scale well for spatially-varying BRDFs. Therefore, we further present a parametric regression scheme that approximates the shape of the transformation function and generates a reduced representation which evaluates instantly and without further interaction with the renderer. We present respective visual comparisons of the remapped SVBRDF models for commonly used renderers and shading models, and show that our approach is able to extrapolate transformed BRDF parameters better than other complex regression schemes

    Image based surface reflectance remapping for consistent and tool independent material appearence

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    Physically-based rendering in Computer Graphics requires the knowledge of material properties other than 3D shapes, textures and colors, in order to solve the rendering equation. A number of material models have been developed, since no model is currently able to reproduce the full range of available materials. Although only few material models have been widely adopted in current rendering systems, the lack of standardisation causes several issues in the 3D modelling workflow, leading to a heavy tool dependency of material appearance. In industry, final decisions about products are often based on a virtual prototype, a crucial step for the production pipeline, usually developed by a collaborations among several departments, which exchange data. Unfortunately, exchanged data often tends to differ from the original, when imported into a different application. As a result, delivering consistent visual results requires time, labour and computational cost. This thesis begins with an examination of the current state of the art in material appearance representation and capture, in order to identify a suitable strategy to tackle material appearance consistency. Automatic solutions to this problem are suggested in this work, accounting for the constraints of real-world scenarios, where the only available information is a reference rendering and the renderer used to obtain it, with no access to the implementation of the shaders. In particular, two image-based frameworks are proposed, working under these constraints. The first one, validated by means of perceptual studies, is aimed to the remapping of BRDF parameters and useful when the parameters used for the reference rendering are available. The second one provides consistent material appearance across different renderers, even when the parameters used for the reference are unknown. It allows the selection of an arbitrary reference rendering tool, and manipulates the output of other renderers in order to be consistent with the reference

    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

    Practical Measurement and Reconstruction of Spectral Skin Reflectance

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    We present two practical methods for measurement of spectral skin reflectance suited for live subjects, and drive a spectral BSSRDF model with appropriate complexity to match skin appearance in photographs, including human faces. Our primary measurement method employs illuminating a subject with two complementary uniform spectral illumination conditions using a multispectral LED sphere to estimate spatially varying parameters of chromophore concentrations including melanin and hemoglobin concentration, melanin blend-type fraction, and epidermal hemoglobin fraction. We demonstrate that our proposed complementary measurements enable higher-quality estimate of chromophores than those obtained using standard broadband illumination, while being suitable for integration with multiview facial capture using regular color cameras. Besides novel optimal measurements under controlled illumination, we also demonstrate how to adapt practical skin patch measurements using a hand-held dermatological skin measurement device, a Miravex Antera 3D camera, for skin appearance reconstruction and rendering. Furthermore, we introduce a novel approach for parameter estimation given the measurements using neural networks which is significantly faster than a lookup table search and avoids parameter quantization. We demonstrate high quality matches of skin appearance with photographs for a variety of skin types with our proposed practical measurement procedures, including photorealistic spectral reproduction and renderings of facial appearance

    Vision, Action, and Make-Perceive

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    In this paper, I critically assess the enactive account of visual perception recently defended by Alva Noë (2004). I argue inter alia that the enactive account falsely identifies an object’s apparent shape with its 2D perspectival shape; that it mistakenly assimilates visual shape perception and volumetric object recognition; and that it seriously misrepresents the constitutive role of bodily action in visual awareness. I argue further that noticing an object’s perspectival shape involves a hybrid experience combining both perceptual and imaginative elements – an act of what I call ‘make-perceive.

    Registration and variability of side scan sonar imagery

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    Submitted in partial fulfillment of the requirements for the degree of Ocean Engineer at the Massachusetts Institute of Technology and the Woods Hole Oceanographic Institution August 1988This thesis presents the results of several experiments performed on side scan sonar equipment and imagery with the aim of characterizing the acoustic variability of side scan sonar imagery and applying this information to image rectification and registration. A static test tank experiment is presented which analyzes the waveform, power spectral density, and temporal variability of the transmitted waveform. The results of a second static experiment conducted from the Woods Hole Oceanographic Institution Pier in Woods Hole, Massachusetts permit determination of the distribution and moments of intensity fluctuations of echoes from objects imaged in side scan sonograms. This experiment also characterizes temporal and spatial coherence of intensity fluctuations. A third experiment is presented in which a side scan sonar towfish images the bottom adjacent to the pier while running along an underwater track which reduces towfish instability. Imagery from this experiment is used to develop a rectification and registration algorithm for side scan sonat images. Preliminary image processing is described and examples presented, followed by favorable results for automated image rectification and registration.Massachusetts Commonwealth Centers of Excellence, Marine Imaging Systems, and The National Science Foundation for funding this researc

    Multisensory integration across exteroceptive and interoceptive domains modulates self-experience in the rubber-hand illusion

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    Identifying with a body is central to being a conscious self. The now classic “rubber hand illusion” demonstrates that the experience of body ownership can be modulated by manipulating the timing of exteroceptive(visual and tactile)body-related feedback. Moreover,the strength of this modulation is related to individual differences in sensitivity to internal bodily signals(interoception). However the interaction of exteroceptive and interoceptive signals in determining the experience of body-ownership within an individual remains poorly understood.Here, we demonstrate that this depends on the online integration of exteroceptive and interoceptive signals by implementing an innovative “cardiac rubber hand illusion” that combined computer-generated augmented-reality with feedback of interoceptive (cardiac) information. We show that both subjective and objective measures of virtual-hand ownership are enhanced by cardio-visual feedback in-time with the actual heartbeat,as compared to asynchronous feedback. We further show that these measures correlate with individual differences in interoceptive sensitivity,and are also modulated by the integration of proprioceptive signals instantiated using real-time visual remapping of finger movements to the virtual hand.Our results demonstrate that interoceptive signals directly influence the experience of body ownership via multisensory integration,and they lend support to models of conscious selfhood based on interoceptive predictive coding

    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

    Foundry: Hierarchical Material Design for Multi-Material Fabrication

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    We demonstrate a new approach for designing functional material definitions for multi-material fabrication using our system called Foundry. Foundry provides an interactive and visual process for hierarchically designing spatially-varying material properties (e.g., appearance, mechanical, optical). The resulting meta-materials exhibit structure at the micro and macro level and can surpass the qualities of traditional composites. The material definitions are created by composing a set of operators into an operator graph. Each operator performs a volume decomposition operation, remaps space, or constructs and assigns a material composition. The operators are implemented using a domain-specific language for multi-material fabrication; users can easily extend the library by writing their own operators. Foundry can be used to build operator graphs that describe complex, parameterized, resolution-independent, and reusable material definitions. We also describe how to stage the evaluation of the final material definition which in conjunction with progressive refinement, allows for interactive material evaluation even for complex designs. We show sophisticated and functional parts designed with our system.National Science Foundation (U.S.) (1138967)National Science Foundation (U.S.) (1409310)National Science Foundation (U.S.) (1547088)National Science Foundation (U.S.). Graduate Research Fellowship ProgramMassachusetts Institute of Technology. Undergraduate Research Opportunities Progra
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