386 research outputs found

    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

    Linear Efficient Antialiased Displacement and Reflectance Mapping

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    International audienceWe present Linear Efficient Antialiased Displacement and Reflectance (LEADR) mapping, a reflectance filtering technique for displacement mapped surfaces. Similarly to LEAN mapping, it employs two mipmapped texture maps, which store the first two moments of the displacement gradients. During rendering, the projection of this data over a pixel is used to compute a noncentered anisotropic Beckmann distribution using only simple, linear filtering operations. The distribution is then injected in a new, physically based, rough surface microfacet BRDF model, that includes masking and shadowing effects for both diffuse and specular reflection under directional, point, and environment lighting. Furthermore, our method is compatible with animation and deformation, making it extremely general and flexible. Combined with an adaptive meshing scheme, LEADR mapping provides the very first seamless and hardware-accelerated multi-resolution representation for surfaces. In order to demonstrate its effectiveness, we render highly detailed production models in real time on a commodity GPU, with quality matching supersampled ground-truth images

    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

    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

    HYPERSPECTRAL PROPERTIES OF DATE PALM TREES (PHOENIX DACTYLIFERA L.)

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    The goal of this study is to classify the Date Palm varieties based on hyperspectral signature technology since it is difficult to identify the Date Palm cultivars without fruits. It will also help to obtain the hyperspectral signature for different types of date palm trees. Moreover, it also assists to determine the wavelength fingerprint of each cultivar and to recommend the best classification protocol differentiating among different cultivars based on spectral signature. Utilizing the Hyperspectral imaging technology precisely on the leaves of different Date Palm cultivars, thus facilitating identification of date palm cultivars without the fruits and make the spatial classification. Hyperspectral benefits enable to detect mixtures of materials within same pixel, to identify specific materials with high degree of accuracy, to get some measure of relative abundance based on depth of absorption features and, to produce the quantitative (rather than qualitative) results. For the treatments, in this study, the six cultivars of Date Palm trees (Barhi, Khadrawi, Khenaizi, Khalas, Fard and Helali) were tested. Ten samples for each cultivar from tissue culture were taken and tested considering the same age and identical conditions (control). Later, the samples were analyzed by using the RGB bands. Analyzing the tissue culture samples, the overall results indicate that, each cultivar of the Date Palm tree has the different spectral signatur

    A Comparative Study of the Bidirectional Reflectance Distribution Function of Several Surfaces as a Mid-wave Infrared Diffuse Reflectance Standard

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    The Bi-Directional Reflectance Distribution Function (BRDF) has a well defined diffuse measurement standard in the ultraviolet, visible, and near infrared (NIR), Spectralon(trade name). It is predictable, stable, repeatable, and has low surface variation because it is a bulk scatterer. In the mid-wave IR (MWIR) and long-wave IR (LWIR), there is not such a well-defined standard. There are well-defined directional hemispherical reflectance (DHR) standards, but the process of integrating BRDF measurements into DHR for the purpose of calibration is problematic, at best. Direct BRDF measurement standards are needed. This study use current calibration techniques to ensure valid measurements and then systematically investigates the BRDF and its variation for eight potential MWIR diffuse BRDF standards. Diffuseness, repeatability, and reflectance are all considered as required parameters necessary for a di use MWIR BRDF standard. This document shows comparatively that Spectralon is an excellent candidate for a diffuse MWIR BRDF standard
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