All-frequency rendering of dynamic, spatially-varying reflectance

All-frequency rendering of dynamic, spatially-varying reflectance
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DOI:
10.1145/1661412.1618479
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发表时间:
2009-12
期刊:
ACM SIGGRAPH Asia 2009 papers
影响因子:
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通讯作者:
Jiaping Wang;Peiran Ren;Minmin Gong;John M. Snyder;B. Guo
Jiaping Wang;Peiran Ren;Minmin Gong;John M. Snyder;B. Guo
中科院分区:
其他
文献类型:
--
作者:
Jiaping Wang;Peiran Ren;Minmin Gong;John M. Snyder;B. Guo

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我们描述了一种在静态场景中实时渲染动态、空间变化的brdf的技术,该场景具有来自环境和点光的全频率阴影。6D SVBRDF用一个通用的微面模型表示,球体瓣符合其4D空间变化正态分布函数(SVNDF)。球面高斯函数(SGs)的和提供了一个具有少量叶的精确近似值。用简单的解析表达式动态拟合参数brdf;采用非线性优化的预处理方法拟合实测brdf。我们的BRDF表示是紧凑的,允许详细的纹理,在产品和旋转下关闭,并支持任意高镜面的反射率。在运行时,表示NDF的SGs被扭曲以使半角矢量与照明方向对齐,并乘以微面阴影和菲涅耳因子。这在每个像素上产生相关的二维视图切片,仍然以SG为基础表示。我们使用基于球面符号距离函数(ssdf)的新的非线性可见性表示来解释宏观尺度阴影。ssdf允许高频可视性的逐像素插值而不会出现重影,并且可以在GPU上有效地乘以BRDF和照明。
We describe a technique for real-time rendering of dynamic, spatially-varying BRDFs in static scenes with all-frequency shadows from environmental and point lights. The 6D SVBRDF is represented with a general microfacet model and spherical lobes fit to its 4D spatially-varying normal distribution function (SVNDF). A sum of spherical Gaussians (SGs) provides an accurate approximation with a small number of lobes. Parametric BRDFs are fit on-the-fly using simple analytic expressions; measured BRDFs are fit as a preprocess using nonlinear optimization. Our BRDF representation is compact, allows detailed textures, is closed under products and rotations, and supports reflectance of arbitrarily high specularity. At run-time, SGs representing the NDF are warped to align the half-angle vector to the lighting direction and multiplied by the microfacet shadowing and Fresnel factors. This yields the relevant 2D view slice on-the-fly at each pixel, still represented in the SG basis. We account for macro-scale shadowing using a new, nonlinear visibility representation based on spherical signed distance functions (SSDFs). SSDFs allow per-pixel interpolation of high-frequency visibility without ghosting and can be multiplied by the BRDF and lighting efficiently on the GPU.