Multi-scale rendering of scratched materials using a structured SV-BRDF model

Multi-scale rendering of scratched materials using a structured SV-BRDF model
复制标题

DOI:
10.1145/2897824.2925945
复制
发表时间:
2016-07
期刊:
ACM Transactions on Graphics (TOG)
影响因子:
--
通讯作者:
B. Raymond;Gaël Guennebaud;Pascal Barla
B. Raymond;Gaël Guennebaud;Pascal Barla
中科院分区:
其他
文献类型:
--
作者:
B. Raymond;Gaël Guennebaud;Pascal Barla

文献摘要

被引文献

相似文献

我们引入了一种空间变化的BRDF模型,该模型专为金属、塑料或成品木材等划痕材料的多尺度渲染而定制。我们的方法利用划痕分布的规则结构来在不影响视觉质量的情况下实现高性能。我们为用户提供对划痕的轮廓、微观BRDF、密度和方向的控制,同时以交互速率更新我们的材料模型。使用优化的2D光线跟踪器模拟单次划痕的BRDF,并紧凑地存储在三分量2D纹理中。与现有的模型不同,我们的方法考虑了Scratch内部的所有相互反射,包括菲涅耳效应。在渲染时,通过单个划痕BRDF的线性组合来获得像素或光线足迹下划痕分布的SV-BRDF。我们展示了如何在直接照明和全局照明设置中使用重要性采样和灯光采样来评估它。
We introduce a Spatially-Varying BRDF model tailored to the multi-scale rendering of scratched materials such as metals, plastics or finished woods. Our approach takes advantage of the regular structure of scratch distributions to achieve high performance without compromising visual quality. We provide users with controls over the profile, micro-BRDF, density and orientation of scratches, while updating our material model at interactive rates. The BRDF for a single scratch is simulated using an optimized 2D ray-tracer and compactly stored in a three-component 2D texture. In contrast to existing models, our approach takes into account all interreflections inside a scratch, including Fresnel effects. At render time, the SV-BRDF for the scratch distribution under a pixel or ray footprint is obtained by linear combination of individual scratch BRDFs. We show how to evaluate it using both importance and light sampling, in direct and global illumination settings.