{"title":"2-1/2D纹理映射:实时感知表面粗化","authors":"S. Pont, P. Sen, P. Hanrahan","doi":"10.1145/1272582.1272595","DOIUrl":null,"url":null,"abstract":"We applied fundamental perceptual and physico-mathematical studies to a fast method for luminance remapping of 2D texture maps which enhances perceived surface roughness in comparison with conventional 2D texture mapping. The fundamental physical mechanism underlying the method is the fact that texture contrast increases as the incident illumination tends towards grazing for rough matte surfaces, actually \"exploding\" near the shadow edge [Pont and Koenderink 2005]. A psychophysical study by Ho et al. [Ho et al. 2006] confirmed that human observers use texture contrast as a cue for relief-depth or surface roughness. Thus, 2D texture-mapped objects will appear to have a rougher surface if the texture contrast is increased as a function of the local illumination angle. In particular, we increase the bidirectional texture contrast in close accordance with the contrast gradients measured for real objects with rough surfaces. The method presented works well for random textures of locally-matte surfaces if the original texture does not have a contrast that is too high. This modification is in addition to the usual attenuation of the surface irradiance due to the angle of the incident illumination and the computational costs of the technique are similar to that of conventional diffuse shading. This low cost makes it straightforward to implement the technique with real-time shaders which allow interactive rendering on modern graphics hardware.","PeriodicalId":121004,"journal":{"name":"Proceedings of the 4th symposium on Applied perception in graphics and visualization","volume":"7 6","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2007-07-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"2-1/2D texture mapping: real-time perceptual surface roughening\",\"authors\":\"S. Pont, P. Sen, P. Hanrahan\",\"doi\":\"10.1145/1272582.1272595\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We applied fundamental perceptual and physico-mathematical studies to a fast method for luminance remapping of 2D texture maps which enhances perceived surface roughness in comparison with conventional 2D texture mapping. The fundamental physical mechanism underlying the method is the fact that texture contrast increases as the incident illumination tends towards grazing for rough matte surfaces, actually \\\"exploding\\\" near the shadow edge [Pont and Koenderink 2005]. A psychophysical study by Ho et al. [Ho et al. 2006] confirmed that human observers use texture contrast as a cue for relief-depth or surface roughness. Thus, 2D texture-mapped objects will appear to have a rougher surface if the texture contrast is increased as a function of the local illumination angle. In particular, we increase the bidirectional texture contrast in close accordance with the contrast gradients measured for real objects with rough surfaces. The method presented works well for random textures of locally-matte surfaces if the original texture does not have a contrast that is too high. This modification is in addition to the usual attenuation of the surface irradiance due to the angle of the incident illumination and the computational costs of the technique are similar to that of conventional diffuse shading. This low cost makes it straightforward to implement the technique with real-time shaders which allow interactive rendering on modern graphics hardware.\",\"PeriodicalId\":121004,\"journal\":{\"name\":\"Proceedings of the 4th symposium on Applied perception in graphics and visualization\",\"volume\":\"7 6\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2007-07-25\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 4th symposium on Applied perception in graphics and visualization\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/1272582.1272595\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 4th symposium on Applied perception in graphics and visualization","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1272582.1272595","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3
摘要
我们将基本的感知和物理数学研究应用于二维纹理映射的亮度重映射的快速方法,与传统的二维纹理映射相比,该方法增强了感知表面粗糙度。该方法的基本物理机制是这样一个事实,即纹理对比度随着入射光照趋向于粗糙的哑光表面而增加,实际上是在阴影边缘附近“爆炸”[Pont and Koenderink 2005]。Ho等人的一项心理物理学研究[Ho et al. 2006]证实,人类观察者使用纹理对比度作为浮雕深度或表面粗糙度的线索。因此,如果纹理对比度作为局部照明角度的函数增加,2D纹理映射对象将看起来具有更粗糙的表面。特别是,我们增加了双向纹理对比度,接近于对具有粗糙表面的真实物体测量的对比度梯度。对于局部哑光表面的随机纹理,如果原始纹理没有太高的对比度,所提出的方法可以很好地工作。这种修改是除了通常的表面辐照度衰减之外,由于入射照明的角度,该技术的计算成本与传统的漫射着色相似。这种低成本使得实现实时着色器的技术非常简单,它允许在现代图形硬件上进行交互式渲染。
We applied fundamental perceptual and physico-mathematical studies to a fast method for luminance remapping of 2D texture maps which enhances perceived surface roughness in comparison with conventional 2D texture mapping. The fundamental physical mechanism underlying the method is the fact that texture contrast increases as the incident illumination tends towards grazing for rough matte surfaces, actually "exploding" near the shadow edge [Pont and Koenderink 2005]. A psychophysical study by Ho et al. [Ho et al. 2006] confirmed that human observers use texture contrast as a cue for relief-depth or surface roughness. Thus, 2D texture-mapped objects will appear to have a rougher surface if the texture contrast is increased as a function of the local illumination angle. In particular, we increase the bidirectional texture contrast in close accordance with the contrast gradients measured for real objects with rough surfaces. The method presented works well for random textures of locally-matte surfaces if the original texture does not have a contrast that is too high. This modification is in addition to the usual attenuation of the surface irradiance due to the angle of the incident illumination and the computational costs of the technique are similar to that of conventional diffuse shading. This low cost makes it straightforward to implement the technique with real-time shaders which allow interactive rendering on modern graphics hardware.