一个计算真实世界材料BRDF的实用模型

Ke Chen, Charly Collin, Ajit Hakke Patil, S. Pattanaik
{"title":"一个计算真实世界材料BRDF的实用模型","authors":"Ke Chen, Charly Collin, Ajit Hakke Patil, S. Pattanaik","doi":"10.1145/2448196.2448228","DOIUrl":null,"url":null,"abstract":"Accurately modeling BRDF for real world materials is important and challenging for realistic image synthesis. For a majority of materials most of the incident light enters the material, undergoes multiple scattering under the surface before exiting the material's surface as reflection. Physically correct modeling of such BRDF must take into account of this subsurface volumetric light transport. Most of the accurate numerical solution methods (ex: Monte Carlo, Discrete Ordinate Methods (DOM)) for volumetric light transport compute radiance field for the whole volume, and are expensive. As BRDF ultimately relates only the outgoing radiation field at the boundary to the incident radiation, radiation field computed for the bulk of the material does not provide any useful information and hence the effort involved in computing them can be considered as wasteful. So for efficient BRDF computation any method that allows us to compute the radiance field only at the boundary would be a preferable choice. The search for such a method led us to the Ambartsumian's method [Sobolev 1975; Mishchenko et al. 1999].","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"9 1","pages":"180"},"PeriodicalIF":0.0000,"publicationDate":"2013-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"A practical model for computing the BRDF of real world materials\",\"authors\":\"Ke Chen, Charly Collin, Ajit Hakke Patil, S. Pattanaik\",\"doi\":\"10.1145/2448196.2448228\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Accurately modeling BRDF for real world materials is important and challenging for realistic image synthesis. For a majority of materials most of the incident light enters the material, undergoes multiple scattering under the surface before exiting the material's surface as reflection. Physically correct modeling of such BRDF must take into account of this subsurface volumetric light transport. Most of the accurate numerical solution methods (ex: Monte Carlo, Discrete Ordinate Methods (DOM)) for volumetric light transport compute radiance field for the whole volume, and are expensive. As BRDF ultimately relates only the outgoing radiation field at the boundary to the incident radiation, radiation field computed for the bulk of the material does not provide any useful information and hence the effort involved in computing them can be considered as wasteful. So for efficient BRDF computation any method that allows us to compute the radiance field only at the boundary would be a preferable choice. The search for such a method led us to the Ambartsumian's method [Sobolev 1975; Mishchenko et al. 1999].\",\"PeriodicalId\":91160,\"journal\":{\"name\":\"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games\",\"volume\":\"9 1\",\"pages\":\"180\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2013-03-21\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2448196.2448228\",\"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. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2448196.2448228","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

摘要

准确地为真实世界的材料建模BRDF对于真实的图像合成是重要的和具有挑战性的。对于大多数材料,大部分入射光进入材料,在以反射的形式离开材料表面之前,在材料表面下经历多次散射。这种BRDF的物理正确建模必须考虑到这种地下体积光传输。体积光输运的精确数值求解方法(如蒙特卡罗、离散坐标法)大多是计算整个体积的辐射场,且价格昂贵。由于BRDF最终只将边界处的出射辐射场与入射辐射联系起来,因此计算大部分材料的辐射场并不能提供任何有用的信息,因此计算它们所涉及的努力可以被认为是浪费。因此,对于有效的BRDF计算,任何允许我们仅在边界处计算辐射场的方法都是更好的选择。对这种方法的探索使我们找到了Ambartsumian的方法[Sobolev 1975;Mishchenko et al. 1999]。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
A practical model for computing the BRDF of real world materials
Accurately modeling BRDF for real world materials is important and challenging for realistic image synthesis. For a majority of materials most of the incident light enters the material, undergoes multiple scattering under the surface before exiting the material's surface as reflection. Physically correct modeling of such BRDF must take into account of this subsurface volumetric light transport. Most of the accurate numerical solution methods (ex: Monte Carlo, Discrete Ordinate Methods (DOM)) for volumetric light transport compute radiance field for the whole volume, and are expensive. As BRDF ultimately relates only the outgoing radiation field at the boundary to the incident radiation, radiation field computed for the bulk of the material does not provide any useful information and hence the effort involved in computing them can be considered as wasteful. So for efficient BRDF computation any method that allows us to compute the radiance field only at the boundary would be a preferable choice. The search for such a method led us to the Ambartsumian's method [Sobolev 1975; Mishchenko et al. 1999].
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Interactive Inverse Spatio-Temporal Crowd Motion Design User-guided 3D reconstruction using multi-view stereo DenseGATs: A Graph-Attention-Based Network for Nonlinear Character Deformation RANDM: Random Access Depth Map Compression Using Range-Partitioning and Global Dictionary The Effect of Lighting, Landmarks and Auditory Cues on Human Performance in Navigating a Virtual Maze
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1