BxDF material acquisition, representation, and rendering for VR and design
Autor: | Mashhuda Glencross, Ian Hall, Giuseppe Claudio Guarnera, Dar'ya Guarnera, Gregory John Ward |
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Rok vydání: | 2019 |
Předmět: |
business.industry
Computer science 020207 software engineering 02 engineering and technology Virtual reality Rendering (computer graphics) Visualization Computer graphics Computer graphics (images) 0202 electrical engineering electronic engineering information engineering Bidirectional reflectance distribution function business ComputingMethodologies_COMPUTERGRAPHICS Interior design |
Zdroj: | SIGGRAPH Asia |
Popis: | 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. |
Databáze: | OpenAIRE |
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