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Preserving Realism in real-time Rendering of Bidirectional Texture Functions

Preserving Realism in real-time Rendering of Bidirectional Texture Functions. Jan Meseth, Gero Müller, Reinhard Klein Bonn University Computer Graphics Group. Motivation. Hiqh-quality rendering in real-time. Motivation. Current real-time applications: triangular models

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Preserving Realism in real-time Rendering of Bidirectional Texture Functions

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  1. Preserving Realism in real-time Rendering of Bidirectional Texture Functions Jan Meseth, Gero Müller, Reinhard Klein Bonn University Computer Graphics Group

  2. Motivation • Hiqh-quality rendering in real-time University of Bonn  Computer Graphics Group Jan Meseth, Gero Müller, Reinhard Klein

  3. Motivation • Current real-time applications: • triangular models • simple materials • Textures • Bump Mapping • Displacement Mapping University of Bonn  Computer Graphics Group Jan Meseth, Gero Müller, Reinhard Klein

  4. Motivation • Our approach • more accurate material representation • Real-time rendering University of Bonn  Computer Graphics Group Jan Meseth, Gero Müller, Reinhard Klein

  5. Problem Description • Real-world materials: • complex reflectance behavior (pointwise BRDF) • mesostructure with highly complicated self-occlusion, interreflection and self-shadowing • changing perceived normal University of Bonn  Computer Graphics Group Jan Meseth, Gero Müller, Reinhard Klein

  6. Previous Work • BTF representation by Dana University of Bonn  Computer Graphics Group Jan Meseth, Gero Müller, Reinhard Klein

  7. Previous Work Efficient Rendering of Spatial Bi-directional Reflectance Distribution Functions McAllister, Lastra, Heidrich, Graphics Hardware 2002 University of Bonn  Computer Graphics Group Jan Meseth, Gero Müller, Reinhard Klein

  8. Previous Work Efficient Rendering of Spatial Bi-directional Reflectance Distribution Functions McAllister, Lastra, Heidrich, Graphics Hardware 2002 • Rendering in real-time • Good results for simple materials • View-dependent effects require many lobes • Insufficient for materials with high depth variation University of Bonn  Computer Graphics Group Jan Meseth, Gero Müller, Reinhard Klein

  9. view-dependent shadowing and masking term area fore- shortening Previous Work Efficient Cloth Modeling and Rendering Daubert, Lensch, Heidrich, Seidel, Rendering Workshop 2001 University of Bonn  Computer Graphics Group Jan Meseth, Gero Müller, Reinhard Klein

  10. Previous Work Efficient Cloth Modeling and Rendering Daubert, Lensch, Heidrich, Seidel, Rendering Workshop 2001 • view-dependent occlusion factor • evaluated per color channel • change of perceived normal restricted • based on synthesized materials University of Bonn  Computer Graphics Group Jan Meseth, Gero Müller, Reinhard Klein

  11. Previous Work • Towards Interactive Bump Mapping with Anisotropic Shift-Variant BRDFs Kautz, Seidel, Graphics Hardware 2000 • Fast, Arbitrary BRDF Shading for Low-Frequency Lighting Using Spherical Harmonics Kautz, Sloan, Snyder, Rendering Workshop 2002 University of Bonn  Computer Graphics Group Jan Meseth, Gero Müller, Reinhard Klein

  12. Our Approach • truly view-dependent • perceived normal • reflectance properties • minimize approximation error • suitable for real-time rendering University of Bonn  Computer Graphics Group Jan Meseth, Gero Müller, Reinhard Klein

  13. Data Analysis Fitting Lafortune lobes to the entire BTF data for one Texel Energy plot for one Texel of the Corduroy Data Set Fitting a Reflectance Field to the BTF data for one pixel University of Bonn  Computer Graphics Group Jan Meseth, Gero Müller, Reinhard Klein

  14. Reflectance Field • describes intensity of surface point for varying light and fixed view direction • good approximation by lobe-like model University of Bonn  Computer Graphics Group Jan Meseth, Gero Müller, Reinhard Klein

  15. BTF Rendering • Preprocessing: • fit Reflectance Fields RFvi for various view directions vi • Runtime: • determine current view direction v • select closest view directions from {vi} • compute color according to RFvi • interpolate between individual results University of Bonn  Computer Graphics Group Jan Meseth, Gero Müller, Reinhard Klein

  16. BTF Rendering • Storage requirements: • stack of floating point textures • about 400 MB per material • employ BTF synthesis algorithm • store indices instead of color values • reduces storage to about 25 MB per material University of Bonn  Computer Graphics Group Jan Meseth, Gero Müller, Reinhard Klein

  17. Results Reflectance Field BTF Rendering Textures and Bump-Mapping University of Bonn  Computer Graphics Group Jan Meseth, Gero Müller, Reinhard Klein

  18. Results University of Bonn  Computer Graphics Group Jan Meseth, Gero Müller, Reinhard Klein

  19. Conclusions and Future Work • in-depth analysis of measured BTF data • new approach to BTF rendering • high-quality • real-time • moderate storage requirements for high-frequency detail materials • combine with Image Based Lighting University of Bonn  Computer Graphics Group Jan Meseth, Gero Müller, Reinhard Klein

  20. Acknowledgements Funded by European Union under the project RealReflect (IST-2001-34744) www.realreflect.org University of Bonn  Computer Graphics Group Jan Meseth, Gero Müller, Reinhard Klein

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