当前位置: X-MOL 学术Comp. Visual Media › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Seamless and non-repetitive 4D texture variation synthesis and real-time rendering for measured optical material behavior
Computational Visual Media ( IF 17.3 ) Pub Date : 2019-05-09 , DOI: 10.1007/s41095-019-0141-4
Martin Ritz , Simon Breitfelder , Pedro Santos , Arjan Kuijper , Dieter W. Fellner

We show how to overcome the single weakness of an existing fully automatic system for acquisition of spatially varying optical material behavior of real object surfaces. While the expression of spatially varying material behavior with spherical dependence on incoming light as a 4D texture (an ABTF material model) allows flexible mapping onto arbitrary 3D geometry, with photo-realistic rendering and interaction in real time, this very method of texture-like representation exposes it to common problems of texturing, striking in two disadvantages. Firstly, non-seamless textures create visible artifacts at boundaries. Secondly, even a perfectly seamless texture causes repetition artifacts due to their organised placement in large numbers over a 3D surface. We have solved both problems through our novel texture synthesis method that generates a set of seamless texture variations randomly distributed over the surface at shading time. When compared to regular 2D textures, the inter-dimensional coherence of the 4D ABTF material model poses entirely new challenges to texture synthesis, which includes maintaining the consistency of material behavior throughout the 4D space spanned by the spatial image domain and the angular illumination hemisphere. In addition, we tackle the increased memory consumption caused by the numerous variations through a fitting scheme specifically designed to reconstruct the most prominent effects captured in the material model.

中文翻译:

无缝且非重复的4D纹理变化合成和实时渲染,可测量光学材料的行为

我们展示了如何克服现有全自动系统的单一弱点,该系统用于获取真实物体表面在空间上变化的光学材料行为。尽管表达空间变化的材料行为并以球形依赖于入射光作为4D纹理(ABTF材料模型),可以灵活地映射到任意3D几何图形,并具有逼真的渲染和实时交互,但这种类似于纹理的方法表示法使它面临纹理化的常见问题,这有两个缺点。首先,非无缝纹理在边界处创建可见的伪像。其次,由于它们在3D表面上的大量有组织的放置,即使是完美无缝的纹理也会导致重复伪像。我们已经通过新颖的纹理合成方法解决了这两个问题,该方法生成了一组无缝的纹理变化,这些变化在着色时随机分布在整个表面上。与常规2D纹理相比,4D ABTF材料模型的维度间相干性对纹理合成提出了全新的挑战,其中包括在整个4D空间(由空间图像域和角度照明半球构成)中保持材料行为的一致性。此外,我们通过专门设计用于重建材料模型中捕获的最突出效果的拟合方案,解决了因众多变化而导致的内存消耗增加的问题。4D ABTF材料模型的维间相干性对纹理合成提出了全新的挑战,其中包括在整个4D空间(由空间图像域和角照明半球所覆盖)中保持材料行为的一致性。此外,我们通过专门设计用于重建材料模型中捕获的最突出效果的拟合方案,解决了因众多变化而导致的内存消耗增加的问题。4D ABTF材料模型的维间相干性对纹理合成提出了全新的挑战,其中包括在整个4D空间(由空间图像域和角照明半球所覆盖)中保持材料行为的一致性。此外,我们通过专门设计用于重建材料模型中捕获的最突出效果的拟合方案,解决了因众多变化而导致的内存消耗增加的问题。
更新日期:2019-05-09
down
wechat
bug