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Proceedings ArticleDOI

Predicting reflectance functions from complex surfaces

Stephen H. Westin, +2 more
- Vol. 26, Iss: 2, pp 255-264
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TLDR
A physically-based Monte Carlo technique for approximating bidirectional reflectance distribution functions (BRDFs) for a large class of geometries by directly simulating optical scattering, which removes most restrictions on surface microgeometry.
Abstract
We describe a physically-based Monte Carlo technique for approximating bidirectional reflectance distribution functions (BRDFs) for a large class of geometries by directly simulating optical scattering. The technique is more general than previous analytical models: it removes most restrictions on surface microgeometry. Three main points are described: a new representation of the BRDF, a Monte Carlo technique to estimate the coefficients of the representation, and the means of creating a milliscale BRDF from microscale scattering events. These allowthe prediction of scattering from essentially arbitrary roughness geometries. The BRDF is concisely represented by a matrix of spherical harmonic coefficients; the matrix is directly estimated from a geometric optics simulation, enforcing exact reciprocity. The method applies to roughness scales that are large with respect to the wavelength of light and small with respect to the spatial density at which the BRDF is sampled across the surface; examples include brushed metal and textiles. The method is validated by comparing with an existing scattering model and sample images are generated with a physically-based global illumination algorithm. CR Categories and Subject Descriptors: I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism.

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Citations
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Journal ArticleDOI

Lambertian reflectance and linear subspaces

TL;DR: It is proved that the set of all Lambertian reflectance functions (the mapping from surface normals to intensities) obtained with arbitrary distant light sources lies close to a 9D linear subspace, implying that, in general, theSet of images of a convex Lambertian object obtained under a wide variety of lighting conditions can be approximated accurately by a low-dimensional linear sub space, explaining prior empirical results.
Journal ArticleDOI

Reflectance and texture of real-world surfaces

TL;DR: A new texture representation called the BTF (bidirectional texture function) which captures the variation in texture with illumination and viewing direction is discussed, and a BTF database with image textures from over 60 different samples, each observed with over 200 different combinations of viewing and illumination directions is presented.
Proceedings ArticleDOI

Precomputed radiance transfer for real-time rendering in dynamic, low-frequency lighting environments

TL;DR: A new, real-time method for rendering diffuse and glossy objects in low-frequency lighting environments that captures soft shadows, interreflections, and caustics and introduces functions for radiance transfer from a dynamic lighting environment through a preprocessed object to neighboring points in space.
Proceedings ArticleDOI

A data-driven reflectance model

TL;DR: This work presents a generative model for isotropic bidirectional reflectance distribution functions (BRDFs) based on acquired reflectance data that lets users define perceptually meaningful parametrization directions to navigate in the reduced-dimension BRDF space.
Proceedings ArticleDOI

Lambertian reflectance and linear subspaces

TL;DR: It is proved that the set of all reflectance functions (the mapping from surface normals to intensities) produced by Lambertian objects under distant, isotropic lighting lies close to a 9D linear subspace, implying that the images of a convex Lambertian object obtained under a wide variety of lighting conditions can be approximated accurately with a low-dimensional linear sub space.
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