2,454 research outputs found

    Surface Curvature Effects on Reflectance from Translucent Materials

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    Most of the physically based techniques for rendering translucent objects use the diffusion theory of light scattering in turbid media. The widely used dipole diffusion model (Jensen et al. 2001) applies the diffusion-theory formula derived for a planar interface to objects of arbitrary shapes. This paper presents first results of our investigation of how surface curvature affects the diffuse reflectance from translucent materials.Comment: 10 pages, 2 figures. The first version of this paper was published in the Communication Papers Proceedings of 18th International Conference on Computer Graphics, Visualization and Computer Vision 2010 - WSCG201

    Redefining A in RGBA: Towards a Standard for Graphical 3D Printing

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    Advances in multimaterial 3D printing have the potential to reproduce various visual appearance attributes of an object in addition to its shape. Since many existing 3D file formats encode color and translucency by RGBA textures mapped to 3D shapes, RGBA information is particularly important for practical applications. In contrast to color (encoded by RGB), which is specified by the object's reflectance, selected viewing conditions and a standard observer, translucency (encoded by A) is neither linked to any measurable physical nor perceptual quantity. Thus, reproducing translucency encoded by A is open for interpretation. In this paper, we propose a rigorous definition for A suitable for use in graphical 3D printing, which is independent of the 3D printing hardware and software, and which links both optical material properties and perceptual uniformity for human observers. By deriving our definition from the absorption and scattering coefficients of virtual homogeneous reference materials with an isotropic phase function, we achieve two important properties. First, a simple adjustment of A is possible, which preserves the translucency appearance if an object is re-scaled for printing. Second, determining the value of A for a real (potentially non-homogeneous) material, can be achieved by minimizing a distance function between light transport measurements of this material and simulated measurements of the reference materials. Such measurements can be conducted by commercial spectrophotometers used in graphic arts. Finally, we conduct visual experiments employing the method of constant stimuli, and derive from them an embedding of A into a nearly perceptually uniform scale of translucency for the reference materials.Comment: 20 pages (incl. appendices), 20 figures. Version with higher quality images: https://cloud-ext.igd.fraunhofer.de/s/pAMH67XjstaNcrF (main article) and https://cloud-ext.igd.fraunhofer.de/s/4rR5bH3FMfNsS5q (appendix). Supplemental material including code: https://cloud-ext.igd.fraunhofer.de/s/9BrZaj5Uh5d0cOU/downloa

    Separable Subsurface Scattering

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    In this paper, we propose two real-time models for simulating subsurface scattering for a large variety of translucent materials, which need under 0.5 ms per frame to execute. This makes them a practical option for real-time production scenarios. Current state-of-the-art, real-time approaches simulate subsurface light transport by approximating the radially symmetric non-separable diffusion kernel with a sum of separable Gaussians, which requires multiple (up to 12) 1D convolutions. In this work we relax the requirement of radial symmetry to approximate a 2D diffuse reflectance profile by a single separable kernel. We first show that low-rank approximations based on matrix factorization outperform previous approaches, but they still need several passes to get good results. To solve this, we present two different separable models: the first one yields a high-quality diffusion simulation, while the second one offers an attractive trade-off between physical accuracy and artistic control. Both allow rendering of subsurface scattering using only two 1D convolutions, reducing both execution time and memory consumption, while delivering results comparable to techniques with higher cost. Using our importance-sampling and jittering strategies, only seven samples per pixel are required. Our methods can be implemented as simple post-processing steps without intrusive changes to existing rendering pipelines

    Perception based heterogeneous subsurface scattering for film

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    Many real world materials exhibit complex subsurface scattering of light. This internal light interaction creates the perception of translucency for the human visual system. Translucent materials and simulation of the subsurface scattering of light has become an expected necessity for generating warmth and realism in computer generated imagery. The light transport within heterogenous materials, such as marble, has proved challenging to model and render. The current material models available to digital artists have been limited to homogeneous subsurface scattering despite a few publications documenting success at simulating heterogeneous light transport. While the publications successfully simulate this complex phenomenon, the material descriptions have been highly specialized and far from intuitive. By combining the measurable properties of heterogeneous translucent materials with the defining properties of translucency, as perceived by the human visual system, a description of heterogeneous translucent materials that is suitable for artist use in a film production pipeline can be achieved. Development of the material description focuses on integration with the film pipeline, ease of use, and reasonable approximation of heterogeneous translucency based on perception. Methods of material manipulation are explored to determine which properties should be modifiable by artists while maintaining the perception of heterogenous translucency

    Real-Time Realistic Skin Translucency

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    A Biophysically-Based Model of the Optical Properties of Skin Aging

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    This paper presents a time-varying, multi-layered biophysically-based model of the optical properties of human skin, suitable for simulating appearance changes due to aging. We have identified the key aspects that cause such changes, both in terms of the structure of skin and its chromophore concentrations, and rely on the extensive medical and optical tissue literature for accurate data. Our model can be expressed in terms of biophysical parameters, optical parameters commonly used in graphics and rendering (such as spectral absorption and scattering coefficients), or more intuitively with higher-level parameters such as age, gender, skin care or skin type. It can be used with any rendering algorithm that uses diffusion profiles, and it allows to automatically simulate different types of skin at different stages of aging, avoiding the need for artistic input or costly capture processes

    The Impact of Surface Normals on Appearance

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    The appearance of an object is the result of complex light interaction with the object. Beyond the basic interplay between incident light and the object\u27s material, a multitude of physical events occur between this illumination and the microgeometry at the point of incidence, and also beneath the surface. A given object, made as smooth and opaque as possible, will have a completely different appearance if either one of these attributes - amount of surface mesostructure (small-scale surface orientation) or translucency - is altered. Indeed, while they are not always readily perceptible, the small-scale features of an object are as important to its appearance as its material properties. Moreover, surface mesostructure and translucency are inextricably linked in an overall effect on appearance. In this dissertation, we present several studies examining the importance of surface mesostructure (small-scale surface orientation) and translucency on an object\u27s appearance. First, we present an empirical study that establishes how poorly a mesostructure estimation technique can perform when translucent objects are used as input. We investigate the two major factors in determining an object\u27s translucency: mean free path and scattering albedo. We exhaustively vary the settings of these parameters within realistic bounds, examining the subsequent blurring effect on the output of a common shape estimation technique, photometric stereo. Based on our findings, we identify a dramatic effect that the input of a translucent material has on the quality of the resultant estimated mesostructure. In the next project, we discuss an optimization technique for both refining estimated surface orientation of translucent objects and determining the reflectance characteristics of the underlying material. For a globally planar object, we use simulation and real measurements to show that the blurring effect on normals that was observed in the previous study can be recovered. The key to this is the observation that the normalization factor for recovered normals is proportional to the error on the accuracy of the blur kernel created from estimated translucency parameters. Finally, we frame the study of the impact of surface normals in a practical, image-based context. We discuss our low-overhead, editing tool for natural images that enables the user to edit surface mesostructure while the system automatically updates the appearance in the natural image. Because a single photograph captures an instant of the incredibly complex interaction of light and an object, there is a wealth of information to extract from a photograph. Given a photograph of an object in natural lighting, we allow mesostructure edits and infer any missing reflectance information in a realistically plausible way

    Single-shot layered reflectance separation using a polarized light field camera

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    We present a novel computational photography technique for single shot separation of diffuse/specular reflectance as well as novel angular domain separation of layered reflectance. Our solution consists of a two-way polarized light field (TPLF) camera which simultaneously captures two orthogonal states of polarization. A single photograph of a subject acquired with the TPLF camera under polarized illumination then enables standard separation of diffuse (depolarizing) and polarization preserving specular reflectance using light field sampling. We further demonstrate that the acquired data also enables novel angular separation of layered reflectance including separation of specular reflectance and single scattering in the polarization preserving component, and separation of shallow scattering from deep scattering in the depolarizing component. We apply our approach for efficient acquisition of facial reflectance including diffuse and specular normal maps, and novel separation of photometric normals into layered reflectance normals for layered facial renderings. We demonstrate our proposed single shot layered reflectance separation to be comparable to an existing multi-shot technique that relies on structured lighting while achieving separation results under a variety of illumination conditions

    Relightable Neural Assets

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    High-fidelity 3D assets with materials composed of fibers (including hair), complex layered material shaders, or fine scattering geometry are ubiquitous in high-end realistic rendering applications. Rendering such models is computationally expensive due to heavy shaders and long scattering paths. Moreover, implementing the shading and scattering models is non-trivial and has to be done not only in the 3D content authoring software (which is necessarily complex), but also in all downstream rendering solutions. For example, web and mobile viewers for complex 3D assets are desirable, but frequently cannot support the full shading complexity allowed by the authoring application. Our goal is to design a neural representation for 3D assets with complex shading that supports full relightability and full integration into existing renderers. We provide an end-to-end shading solution at the first intersection of a ray with the underlying geometry. All shading and scattering is precomputed and included in the neural asset; no multiple scattering paths need to be traced, and no complex shading models need to be implemented to render our assets, beyond a single neural architecture. We combine an MLP decoder with a feature grid. Shading consists of querying a feature vector, followed by an MLP evaluation producing the final reflectance value. Our method provides high-fidelity shading, close to the ground-truth Monte Carlo estimate even at close-up views. We believe our neural assets could be used in practical renderers, providing significant speed-ups and simplifying renderer implementations
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