Rendering specular microgeometry with wave optics

Rendering specular microgeometry with wave optics
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DOI:
10.1145/3197517.3201351
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发表时间:
2018-07
期刊:
ACM Transactions on Graphics (TOG)
影响因子:
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通讯作者:
Ling-Qi Yan;Miloš Hašan;B. Walter;Steve Marschner;R. Ramamoorthi
Ling-Qi Yan;Miloš Hašan;B. Walter;Steve Marschner;R. Ramamoorthi
中科院分区:
其他
文献类型:
--
作者:
Ling-Qi Yan;Miloš Hašan;B. Walter;Steve Marschner;R. Ramamoorthi

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镜面反射的模拟是计算机图形学的核心问题。现有的解决方案或者近似于仅提供固定BRDF方面的大面积平均解决方案(忽略空间细节),或者专门用于特定的微几何形状(例如,1D划痕),或者仅基于几何光学(其是对更精确的波动光学的近似)。我们设计的第一个渲染算法的波动光学模型的基础上,也能够计算空间变化的镜面高光与高分辨率的细节一般表面微观几何。我们计算的相干区域的波动光学反射积分,我们的解决方案是基于近似的相位延迟光栅表示的微米分辨率的表面高度场使用Gabor内核。我们发现,当考虑空间细节时,几何解和波动解之间的外观差异更加显着。相应的BRDF叶的可视化显著不同。此外,波动光学解决方案作为波长的函数而变化,预测高光中的显著颜色效果。我们的研究结果显示了单波长和光谱解决方案,以反映从常见的日常物体,如刷,划伤和颠簸的金属。
Simulation of light reflection from specular surfaces is a core problem of computer graphics. Existing solutions either make the approximation of providing only a large-area average solution in terms of a fixed BRDF (ignoring spatial detail), or are specialized for specific microgeometry (e.g. 1D scratches), or are based only on geometric optics (which is an approximation to more accurate wave optics). We design the first rendering algorithm based on a wave optics model that is also able to compute spatially-varying specular highlights with high-resolution detail on general surface microgeometry. We compute a wave optics reflection integral over the coherence area; our solution is based on approximating the phase-delay grating representation of a micron-resolution surface heightfield using Gabor kernels. We found that the appearance difference between the geometric and wave solution is more dramatic when spatial detail is taken into account. The visualizations of the corresponding BRDF lobes differ significantly. Moreover, the wave optics solution varies as a function of wavelength, predicting noticeable color effects in the highlights. Our results show both single-wavelength and spectral solution to reflection from common everyday objects, such as brushed, scratched and bumpy metals.