14 research outputs found

    Toward a Perceptually-relevant Theory of Appearance

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    Two approaches are commonly employed in Computer Graphics to design and adjust the appearance of objects in a scene. A full 3D environment may be created, through geometrical, material and lighting modeling, then rendered using a simulation of light transport; appearance is then controlled in ways similar to photography. A radically different approach consists in providing 2D digital drawing tools to an artist, whom with enough talent and time will be able to create images of objects having the desired appearance; this is obviously strongly similar to what traditional artists do, with the computer being a mere modern drawing tool.In this document, I present research projects that have investigated a third approach, whereby pictorial elements of appearance are explicitly manipulated by an artist. On the one side, such an alternative approach offers a direct control over appearance, with novel applications in vector drawing, scientific illustration, special effects and video games. On the other side, it provides an modern method for putting our current knowledge of the perception of appearance to the test, as well as to suggest new models for human vision along the way

    Texture Synthesis for Surface Inspection

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    The automated visual surface inspection planning is an important part of the quality assurance in automated custom product manufacturing. Visual surface inspection planning tackles image acquisition design and defect detection. Both tasks greatly benefit from the utilization of realistic and automated image synthesis of the inspected object. The realism of synthesized images greatly depends on object material, whose properties are largely influenced by texture. In this work, we focus on parametric texture synthesis and its application for visual surface inspection planning. We start by analyzing texture present on physical samples and introduce the requirements for texture synthesis models in visual surface inspection. Based on observation and surface characterization standards we present a model capable of reproducing texture on physical samples. This approach is generalized and further models are presented with respect to requirements. Finally, we highlight the importance of surface texture from the visual inspection planning perspective

    Real-Time Rendering of Glinty Appearances using Distributed Binomial Laws on Anisotropic Grids

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    In this work, we render in real-time glittery materials caused by discrete flakes on the surface. To achieve this, one has to count the number of flakes reflecting the light towards the camera within every texel covered by a given pixel footprint. To do so, we derive a counting method for arbitrary footprints that, unlike previous work, outputs the correct statistics. We combine this counting method with an anisotropic parameterization of the texture space that reduces the number of texels falling under a pixel footprint. This allows our method to run with both stable performance and 1.5X to 5X faster than the state-of-the-art.Comment: 9 page

    Practical Multiple Scattering for Rough Surfaces

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    Microfacet theory concisely models light transport over rough surfaces. Specular reflection is the result of single mirror reflections on each facet, while exact computation of multiple scattering is either neglected, or modeled using costly importance sampling techniques. Practical but accurate simulation of multiple scattering in microfacet theory thus remains an open challenge. In this work, we revisit the traditional V-groove cavity model and derive an analytical, cost-effective solution for multiple scattering in rough surfaces. Our kaleidoscopic model is made up of both real and virtual V-grooves, and allows us to calculate higher-order scattering in the microfacets in an analytical fashion. We then extend our model to include nonsymmetric grooves, allowing for additional degrees of freedom on the surface geometry, improving multiple reflections at grazing angles with backward compatibility to traditional normal distribution functions. We validate the accuracy of our model against ground-truth Monte Carlo simulations, and demonstrate its flexibility on anisotropic and textured materials. Our model is analytical, does not introduce significant cost and variance, can be seamless integrated in any rendering engine, preserves reciprocity and energy conservation, and is suitable for bidirectional methods

    Material aging for game environments

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    We propose a software and work-flow to create 3D model imperfections and aging effects while adding very little overhead to the rendering time of the models. Specifically, we implement a tool that adds all these effects into the physically based rendering (PBR) textures of the input model

    Example-Based Microstructure Rendering with Constant Storage

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    International audienceRendering glinty details from specular microstructure enhances the level of realism, but previous methods require heavy storage for the high-resolution height field or normal map and associated acceleration structures. In this article, we aim at dynamically generating theoretically infinite microstructure, preventing obvious tiling artifacts, while achieving constant storage cost. Unlike traditional texture synthesis, our method supports arbitrary point and range queries, and is essentially generating the microstructure implicitly. Our method fits the widely used microfacet rendering framework with multiple importance sampling (MIS), replacing the commonly used microfacet normal distribution functions (NDFs) like ground glass distribution (GGX) by a detailed local solution, with a small amount of runtime performance overhead

    Efektivní a expresivní mikrofasetové modely

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    Název: Efektivní a expresivní mikrofasetové modely Autor: Asen Atanasov Katedra: Katedra softwaru a výuky informatiky Vedoucí: doc. Dr. Alexander Wilkie, Katedra softwaru a výuky informatiky Abstrakt: V realistickém modelování vzhledu jsou drsné povrchy, které mají mikroskopické detaily, popsány pomocí tzv. mikrofazetových modelů. Mezi tyto modely patří analytické modely, které statisticky definují fyzikálně založený mikropovrch. Takové modely jsou široce používány v praxi, protože jsou nenáročné na výpočet a nabízejí značnou flexibilitu ve vzhledu, který s nimi lze docílit. Tyto modely mohou být rozšířené o viditelné povrchové prvky prostřednictvím normálové mapy. Stále však existují oblasti, ve kterých lze tento obecný typ modelu vylepšit: důležité funkce, jako je řízení anizotropie, někdy postrádají analytická řešení a účinné vykreslování normálových map vyžaduje přesné a obecné filtrovací algoritmy. Posunujeme předchozí práci v následujících oblastech: odvodíme analytické anizotropní modely, přeformulujeme problém filtrování a navrhneme efektivní filtrační algoritmus založený na nové datové struktuře filtračních dat. Konkrétně odvodíme obecný výsledek v mikrofazetové teorii: na základě libovolného mikropovrchu definovaného pomocí standardní mikrofazetové statistiky ukážeme, jak konstruovat statistiku...Title: Efficient and Expressive Microfacet Models Author: Asen Atanasov Department: Department of Software and Computer Science Education Supervisor: doc. Dr. Alexander Wilkie, Department of Software and Computer Science Education Abstract: In realistic appearance modeling, rough surfaces that have micro- scopic details are described using so-called microfacet models. These include analytical models that statistically define a physically-based microsurface. Such models are extensively used in practice because they are inexpensive to compute and offer considerable flexibility in terms of appearance control. Also, small but visible surface features can easily be added to them through the use of a normal map. However, there are still areas in which this general type of model can be improved: important features like anisotropy control sometimes lack analytic solutions, and the efficient rendering of normal maps requires accurate and general filtering algorithms. We advance the state of the art with regard to such models in these areas: we derive analytic anisotropic models, reformulate the filtering problem and propose an efficient filtering algorithm based on a novel filtering data structure. Specifically, we derive a general result in microfacet theory: given an arbitrary microsurface defined via standard...Katedra softwaru a výuky informatikyDepartment of Software and Computer Science EducationMatematicko-fyzikální fakultaFaculty of Mathematics and Physic

    Contrôle de l'apparence des matériaux anisotropes

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    In computer graphics, material appearance is a fundamental component of the final image quality. Many models have contributed to improve material appearance. Today, some materials remains hard to represent because of their complexity. Among them, anisotopic materials are especially complex and little studied. In this thesis, we propose a better comprehension of anisotropic materials providing a representation model and an editing tool to control their appearance. Our scratched material model is based on a light transport simulation in the micro-geometry of a scratch, preserves all the details and keeps an interactive rendering time. Our anisotropic reflections edition tool uses BRDF orientation fields to give the user the impression to draw or deform reflections directly on the surface.En informatique graphique, le rendu des matériaux occupe une place très importante dans la qualité de l’image finale. De nombreux modèles ont contribué à améliorer l’apparence des matériaux. Aujourd’hui, certains matériaux restent encore difficiles à représenter à cause de leur complexité. Parmi ceux ci,la famille des matériaux anisotropes reste peu étudiée et complexe. Dans cette thèse nous proposons une meilleure compréhension des matériaux anisotropes au travers d’un modèle pour les représenter ainsi qu’un outil permettant de mieux en contrôler l’apparence. Notre modèle de matériaux brossés ou rayés se base sur la simulation du transport lumineux au sein de la micro-géométrie d’une rayure pour restituer tous les détails en conservant des temps de rendus suffisamment courts pour rendre la scène de manière interactive.Notre outil d’édition des reflets anisotropes utilise le champ d’orientation des BRDF pour donner à l’utilisateur l’impression de dessiner ou de déformer des reflets directement sur l’objet

    Constant-Cost Spatio-Angular Prefiltering of Glinty Appearance Using Tensor Decomposition

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    International audienceThe detailed glinty appearance from complex surface microstructures enhances the level of realism but is both - and time-consuming to render, especially when viewed from far away (large spatial coverage) and/or illuminated by area lights (large angular coverage). In this article, we formulate the glinty appearance rendering process as a spatio-angular range query problem of the Normal Distribution Functions (NDFs), and introduce an efficient spatio-angular prefiltering solution to it. We start by exhaustively precomputing all possible NDFs with differently sized positional coverages. Then we compress the precomputed data using tensor rank decomposition, which enables accurate and fast angular range queries. With our spatio-angular prefiltering scheme, we are able to solve both the storage and performance issues at the same time, leading to efficient rendering of glinty appearance with both constant storage and constant performance, regardless of the range of spatio-angular queries. Finally, we demonstrate that our method easily applies to practical rendering applications that were traditionally considered difficult. For example, efficient bidirectional reflection distribution function evaluation accurate NDF importance sampling, fast global illumination between glinty objects, high-frequency preserving rendering with environment lighting, and tile-based synthesis of glinty appearance
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