6 research outputs found

    A hybrid data-driven BSDF model to predict light transmission trough complex fenestration systems including high incident directions

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    The transmission and distribution of light through Complex Fenestration Systems (CFS) impacts visual comfort, solar gains and the overall energy performance of buildings. For most fenestration, scattering of light can be approximated as the optical property of a thin surface, the Bidirectional Scattering Distribution Function (BSDF). It is modelled in simulation software to replicate the optical behaviour of materials and surface finishes. Data-driven BSDF models are a generic means to model the irregular scattering by CFS employing measured or computed data-sets. While measurements are preferred by researchers aiming at realism, they are constraint by the measurement geometries of the employed instrumentation. Particularly for large samples prevailing in the field of building sciences, measurements of the BSDF for directions close to grazing are impacted by shadowing and edge effects. Reliable extrapolation techniques are not available due to the irregularity of the BSDF. Computational simulation is not limited by such constraints at the cost of lower realism. A hybrid approach is therefore proposed. The BSDF of a CFS is measured for incident elevation angles from 0° to 60°. For incident elevation angles from 0° to 85°, the BSDF of the sample is computed. The BSDF acquired by both techniques in the overlapping range of directions between 0° to 60° is compared and reveals good qualitative accordance. The variance of the direct-hemispherical reflection and transmission based on the two techniques is between 3% and 28%. A hybrid data-set is then generated, utilizing measurements where possible and simulations where instrumentation cannot provide reliable data. A data-driven model based on this data-set is implemented in simulation software. This hybrid model is tested by comparison with the geometrical model of the sample. The hybrid approach to BSDF modelling shall support the utilization of BSDF models based on measured data by selectively overcoming the lack of reliable measured or extrapolated data

    GenPluSSS: A Genetic Algorithm Based Plugin for Measured Subsurface Scattering Representation

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    This paper presents a plugin that adds a representation of homogeneous and heterogeneous, optically thick, translucent materials on the Blender 3D modeling tool. The working principle of this plugin is based on a combination of Genetic Algorithm (GA) and Singular Value Decomposition (SVD)-based subsurface scattering method (GenSSS). The proposed plugin has been implemented using Mitsuba renderer, which is an open source rendering software. The proposed plugin has been validated on measured subsurface scattering data. It's shown that the proposed plugin visualizes homogeneous and heterogeneous subsurface scattering effects, accurately, compactly and computationally efficiently

    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

    Hyper-Realist Rendering: A Theoretical Framework

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    This is the first paper in a series on hyper-realist rendering. In this paper, we introduce the concept of hyper-realist rendering and present a theoretical framework to obtain hyper-realist images. We are using the term Hyper-realism as an umbrella word that captures all types of visual artifacts that can evoke an impression of reality. The hyper-realist artifacts are visual representations that are not necessarily created by following logical and physical principles and can still be perceived as representations of reality. This idea stems from the principles of representational arts, which attain visually acceptable renderings of scenes without implementing strict physical laws of optics and materials. The objective of this work is to demonstrate that it is possible to obtain visually acceptable illusions of reality by employing such artistic approaches. With representational art methods, we can even obtain an alternate illusion of reality that looks more real even when it is not real. This paper demonstrates that it is common to create illusions of reality in visual arts with examples of paintings by representational artists. We propose an approach to obtain expressive local and global illuminations to obtain these stylistic illusions with a set of well-defined and formal methods.Comment: 20 page

    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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