135 research outputs found

    Enhanced BRDF Modeling Using Directional Volume Scatter Terms

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    Accurate Bidirectional Reflectance Distribution Function (BRDF) models provide critical scatter behavior for computer graphics and remote sensing performance. The popular microfacet class of BRDF models is geometric-based and computationally inexpensive compared to wave-optics models. Microfacet models commonly account for surface scatter and Lambertian volume scatter, but not directional volume scatter. This work proposes directional volume scatter modeling for enhanced performance over all observation regions. Five directional volume models are incorporated into the modified Cook-Torrance microfacet model. Additionally, a semi-empirical directional volume term is presented based on the Beckmann microfacet distribution and a modified Fresnel reflection term. High fidelity, low density data from 15 datasets are fit to each hybrid model using a recursive optimization method then compared to the baseline Cook-Torrance model. By including a directional volume term, analysis shows fit quality is improved based on the square of the mean standard error (MSE2) by as much as 78% and backscatter agreement is improved by as much as 92%. Including the semi-empirical, Oren-Nayar, or Beard-Maxwell directional volume term reduced backscatter MSE2 across datasets exhibiting high volume scatter by an average of 52%, 46%, and 26% respectively. Directional volume terms showed statistically insignificant improvement for low volume scatter materials, while full model improvements were apparent across all high volume scatter visually diffuse materials. Results suggest directional volume scatter modeling can consistently improve full model fit quality with emphasized model agreement for backscatter observations. These results validate directional volume scatter significance and are expected to lead to enhanced remote sensing and scene generation

    Real-Time Rough Refraction

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    International audienceWe present an algorithm to render objects of transparent materials with rough surfaces in real-time, under distant illumination. Rough surfaces cause wide scattering as light enters and exits objects, which significantly complicates the rendering of such materials. We present two contributions to approximate the successive scattering events at interfaces, due to rough refraction : First, an approximation of the Bidirectional Transmittance Distribution Function (BTDF), using spherical Gaussians, suitable for real-time estimation of environment lighting using pre-convolution; second, a combination of cone tracing and macro-geometry filtering to efficiently integrate the scattered rays at the exiting interface of the object. We demonstrate the quality of our approximation by comparison against stochastic raytracing

    Slope-space integrals for specular next event estimation

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    International audienceMonte Carlo light transport simulations often lack robustness in scenes containing specular or near-specular materials. Widely used uni- and bidirectional sampling strategies tend to find light paths involving such materials with insufficient probability, producing unusable images that are contaminated by significant variance.This article addresses the problem of sampling a light path connecting two given scene points via a single specular reflection or refraction, extending the range of scenes that can be robustly handled by unbiased path sampling techniques. Our technique enables efficient rendering of challenging transport phenomena caused by such paths, such as underwater caustics or caustics involving glossy metallic objects.We derive analytic expressions that predict the total radiance due to a single reflective or refractive triangle with a microfacet BSDF and we show that this reduces to the well known Lambert boundary integral for irradiance. We subsequently show how this can be leveraged to efficiently sample connections on meshes comprised of vast numbers of triangles.Our derivation builds on the theory of off-center microfacets and involves integrals in the space of surface slopes.Our approach straightforwardly applies to the related problem of rendering glints with high-resolution normal maps describing specular microstructure. Our formulation alleviates problems raised by singularities in filtering integrals and enables a generalization of previous work to perfectly specular materials. We also extend previous work to the case of GGX distributions and introduce new techniques to improve accuracy and performance

    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
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