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1.
Rendering materials such as metallic paints, scratched metals and rough plastics requires glint integrators that can capture all micro‐specular highlights falling into a pixel footprint, faithfully replicating surface appearance. Specular normal maps can be used to represent a wide range of arbitrary micro‐structures. The use of normal maps comes with important drawbacks though: the appearance is dark overall due to back‐facing normals and importance sampling is suboptimal, especially when the micro‐surface is very rough. We propose a new glint integrator relying on a multiple‐scattering patch‐based BRDF addressing these issues. To do so, our method uses a modified version of microfacet‐based normal mapping [SHHD17] designed for glint rendering, leveraging symmetric microfacets. To model multiple‐scattering, we re‐introduce the lost energy caused by a perfectly specular, single‐scattering formulation instead of using expensive random walks. This reflectance model is the basis of our patch‐based BRDF, enabling robust sampling and artifact‐free rendering with a natural appearance. Additional calculation costs amount to about 40% in the worst cases compared to previous methods [YHMR16, CCM18].  相似文献   

2.
We present a new model, called the dual‐microfacet, for those materials such as paper and plastic formed by a thin, transparent slab lying between two surfaces of spatially varying roughness. Light transmission through the slab is represented by a microfacet‐based BTDF which tabulates the microfacet's normal distribution (NDF) as a function of surface location. Though the material is bounded by two surfaces of different roughness, we approximate light transmission through it by a virtual slab determined by a single spatially‐varying NDF. This enables efficient capturing of spatially variant transparent slices. We describe a device for measuring this model over a flat sample by shining light from a CRT behind it and capturing a sequence of images from a single view. Our method captures both angular and spatial variation in the BTDF and provides a good match to measured materials.  相似文献   

3.
Freeform surfaces whose principal curvature line network is regularly distributed, are essential to many real applications like CAD modeling, architecture design, and industrial fabrication. However, most designed surfaces do not hold this nice property because it is hard to enforce such constraints in the design process. In this paper, we present a novel method for surface fairing which takes a regular distribution of the principal curvature line network on a surface as an objective. Our method first removes the high‐frequency signals from the curvature tensor field of an input freeform surface by a novel rolling guidance tensor filter, which results in a more regular and smooth curvature tensor field, then deforms the input surface to match the smoothed field as much as possible. As an application, we solve the problem of approximating freeform surfaces with regular principal curvature line networks, discretized by quadrilateral meshes. By introducing the circular or conical conditions on the quadrilateral mesh to guarantee the existence of discrete principal curvature line networks, and minimizing the approximate error to the original surface and improving the fairness of the quad mesh, we obtain a regular discrete principal curvature line network that approximates the original surface. We evaluate the efficacy of our method on various freeform surfaces and demonstrate the superiority of the rolling guidance tensor filter over other tensor smoothing techniques. We also utilize our method to generate high‐quality circular/conical meshes for architecture design and cyclide spline surfaces for CAD modeling.  相似文献   

4.
We introduce a novel fitting procedure that takes as input an arbitrary material, possibly anisotropic, and automatically converts it to a microfacet BRDF. Our algorithm is based on the property that the distribution of microfacets may be retrieved by solving an eigenvector problem that is built solely from backscattering samples. We show that the eigenvector associated to the largest eigenvalue is always the only solution to this problem, and compute it using the power iteration method. This approach is straightforward to implement, much faster to compute, and considerably more robust than solutions based on nonlinear optimizations. In addition, we provide simple conversion procedures of our fits into both Beckmann and GGX roughness parameters, and discuss the advantages of microfacet slope space to make our fits editable. We apply our method to measured materials from two large databases that include anisotropic materials, and demonstrate the benefits of spatially varying roughness on texture mapped geometric models.  相似文献   

5.
Physically based rendering of glittering surfaces is a challenging problem in computer graphics. Several methods have proposed off-line solutions, but none is dedicated to high-performance graphics. In this work, we propose a novel physically based BRDF for real-time rendering of glints. Our model can reproduce the appearance of sparkling materials (rocks, rough plastics, glitter fabrics, etc.). Compared to the previous real-time method [ZK16], which is not physically based, our BRDF uses normalized NDFs and converges to the standard microfacet BRDF [CT82] for a large number of microfacets. Our method procedurally computes NDFs with hundreds of sharp lobes. It relies on a dictionary of 1D marginal distributions: at each location two of them are randomly picked and multiplied (to obtain a NDF), rotated (to increase the variety), and scaled (to control standard deviation/roughness). The dictionary is multiscale, does not depend on roughness, and has a low memory footprint (less than 1 MiB).  相似文献   

6.
Indirect illumination involving with visually rich participating media such as turbulent smoke and loud explosions contributes significantly to the appearances of other objects in a rendering scene. However, previous real‐time techniques have focused only on the appearances of the media directly visible from the viewer. Specifically, appearances that can be indirectly seen over reflective surfaces have not attracted much attention. In this paper, we present a real‐time rendering technique for such indirect views that involves the participating media. To achieve real‐time performance for computing indirect views, we leverage layered polygonal area lights (LPALs) that can be obtained by slicing the media into multiple flat layers. Using this representation, radiance entering each surface point from each slice of the volume is analytically evaluated to achieve instant calculation. The analytic solution can be derived for standard bidirectional reflectance distribution functions (BRDFs) based on the microfacet theory. Accordingly, our method is sufficiently robust to work on surfaces with arbitrary shapes and roughness values. In addition, we propose a quadrature method for more accurate rendering of scenes with dense volumes, and a transformation of the domain of volumes to simplify the calculation and implementation of the proposed method. By taking advantage of these computation techniques, the proposed method achieves real‐time rendering of indirect illumination for emissive volumes.  相似文献   

7.
While analysing and synthesising 2D distributions of points has been applied both to the generation of textures with discrete elements and for populating virtual worlds with 3D objects, the results are often inaccurate since the spatial extent of objects cannot be expressed. We introduce three improvements enabling the synthesis of more general distributions of elements. First, we extend continuous pair correlation function (PCF) algorithms to multi‐class distributions using a dependency graph, thereby capturing interrelationships between distinct categories of objects. Second, we introduce a new normalised metric for disks, which makes the method applicable to both point and possibly overlapping disk distributions. The metric is specifically designed to distinguish perceptually salient features, such as disjoint, tangent, overlapping, or nested disks. Finally, we pay particular attention to convergence of the mean PCF as well as the validity of individual PCFs, by taking into consideration the variance of the input. Our results demonstrate that this framework can capture and reproduce real‐life distributions of elements representing a variety of complex semi‐structured patterns, from the interaction between trees and the understorey in a forest to droplets of water. More generally, it applies to any category of 2D object whose shape is better represented by bounding circles than points.  相似文献   

8.
Feature sensitive simplification and re-sampling of point set surfaces is an important and challenging issue for many computer graphics and geometric modeling applications.Based on the regular sampling of the Gaussian sphere and the surface normals mapping onto the Gaussian sphere,an adaptive re-sampling framework for point set surfaces is presented in this paper,which includes a naive sampling step by index propagation and a novel cluster optimization step by normalized rectification.Our proposed re-sampling scheme can generate non-uniformly distributed discrete sample points for the underlying point sets in a feature sensitive manner.The intrinsic geometric features of the underlying point set surfaces can be preserved efficiently due to our adaptive re-sampling scheme.A novel splat rendering technique is adopted to illustrate the efficiency of our re-sampling scheme.Moreover,a numerical error statistics and surface reconstruction for simplified models are also given to demonstrate the effectiveness of our algorithm in term of the simplified quality of the point set surfaces.  相似文献   

9.
Semantic surface decomposition (SSD) facilitates various geometry processing and product re‐design tasks. Filter‐based techniques are meaningful and widely used to achieve the SSD, which however often leads to surface either under‐fitting or over‐fitting. In this paper, we propose a reliable rolling‐guided point normal filtering method to decompose textures from a captured point cloud surface. Our method is built on the geometry assumption that 3D surfaces are comprised of an underlying shape (US) and a variety of bump ups and downs (BUDs) on the US. We have three core contributions. First, by considering the BUDs as surface textures, we present a RANSAC‐based sub‐neighborhood detection scheme to distinguish the US and the textures. Second, to better preserve the US (especially the prominent structures), we introduce a patch shift scheme to estimate the guidance normal for feeding the rolling‐guided filter. Third, we formulate a new position updating scheme to alleviate the common uneven distribution of points. Both visual and numerical experiments demonstrate that our method is comparable to state‐of‐the‐art methods in terms of the robustness of texture removal and the effectiveness of the underlying shape preservation.  相似文献   

10.
Molecular surface representations are an important tool for the visual analysis of molecular structure and function. In this paper, we present a novel method for the visualization of dynamic molecular surfaces based on the Gaussian model. In contrast to previous approaches, our technique does not rely on the construction of intermediate representations such as grids or triangulated surfaces. Instead, it operates entirely in image space, which enables us to exploit visibility information to efficiently skip unnecessary computations. With this visibility‐driven approach, we can visualize dynamic high‐quality surfaces for molecules consisting of millions of atoms. Our approach requires no preprocessing, allows for the interactive adjustment of all properties and parameters, and is significantly faster than previous approaches, while providing superior quality.  相似文献   

11.
The generation of discrete stream surfaces is an important and challenging task in scientific visualization, which can be considered a particular instance of geometric modeling. The quality of numerically integrated stream surfaces depends on a number of parameters that can be controlled locally, such as time step or distance of adjacent vertices on the front line. In addition there is a parameter that cannot be controlled locally: stream surface meshes tend to show high quality, well‐shaped elements only if the current front line is “globally” approximately perpendicular to the flow direction. We analyze the impact of this geometric property and present a novel solution – a stream surface integrator that forces the front line to be perpendicular to the flow and that generates quad‐dominant meshes with well‐shaped and well‐aligned elements. It is based on the integration of a scaled version of the flow field, and requires repeated minimization of an error functional along the current front line. We show that this leads to computing the 1‐dimensional kernel of a bidiagonal matrix: a linear problem that can be solved efficiently. We compare our method with existing stream surface integrators and apply it to a number of synthetic and real world data sets.  相似文献   

12.
We address the problem of constructing appearance‐preserving level of details (LoDs) of complex 3D models such as trees. We propose a hybrid method that combines the strengths of mesh and volume representations. Our main idea is to separate macroscopic (i.e. larger than the target spatial resolution) and microscopic (sub‐resolution) surfaces at each scale and to treat them differently, because meshes are very efficient at representing macroscopic surfaces while sub‐resolution geometry benefits from volumetric approximations. We introduce a new algorithm that detects the macroscopic surfaces of a mesh for a given resolution. We simplify these surfaces with edge collapses and we provide a method for pre‐filtering their normal distributions and albedos. To approximate microscopic details, we use a heterogeneous microflake participating medium and we introduce a new artifact‐free voxelization algorithm that preserves local occlusion. Thanks to our macroscopic surface analysis, our algorithm is fully automatic and it generates seamless LoDs at arbitrarily coarse resolutions for a wide range of 3D models.  相似文献   

13.
Procedural textile models are compact, easy to edit, and can achieve state‐of‐the‐art realism with fiber‐level details. However, these complex models generally need to be fully instantiated (aka. realized ) into 3D volumes or fiber meshes and stored in memory, We introduce a novel realization‐minimizing technique that enables physically based rendering of procedural textiles, without the need of full model realizations. The key ingredients of our technique are new data structures and search algorithms that look up regular and flyaway fibers on the fly, efficiently and consistently. Our technique works with compact fiber‐level procedural yarn models in their exact form with no approximation imposed. In practice, our method can render very large models that are practically unrenderable using existing methods, while using considerably less memory (60–200× less) and achieving good performance.  相似文献   

14.
In this paper, we propose PCPNET , a deep‐learning based approach for estimating local 3D shape properties in point clouds. In contrast to the majority of prior techniques that concentrate on global or mid‐level attributes, e.g., for shape classification or semantic labeling, we suggest a patch‐based learning method, in which a series of local patches at multiple scales around each point is encoded in a structured manner. Our approach is especially well‐adapted for estimating local shape properties such as normals (both unoriented and oriented) and curvature from raw point clouds in the presence of strong noise and multi‐scale features. Our main contributions include both a novel multi‐scale variant of the recently proposed PointNet architecture with emphasis on local shape information, and a series of novel applications in which we demonstrate how learning from training data arising from well‐structured triangle meshes, and applying the trained model to noisy point clouds can produce superior results compared to specialized state‐of‐the‐art techniques. Finally, we demonstrate the utility of our approach in the context of shape reconstruction, by showing how it can be used to extract normal orientation information from point clouds.  相似文献   

15.
We present a novel and light‐weight approach to capture and reconstruct structured 3D models of multi‐room floor plans. Starting from a small set of registered panoramic images, we automatically generate a 3D layout of the rooms and of all the main objects inside. Such a 3D layout is directly suitable for use in a number of real‐world applications, such as guidance, location, routing, or content creation for security and energy management. Our novel pipeline introduces several contributions to indoor reconstruction from purely visual data. In particular, we automatically partition panoramic images in a connectivity graph, according to the visual layout of the rooms, and exploit this graph to support object recovery and rooms boundaries extraction. Moreover, we introduce a plane‐sweeping approach to jointly reason about the content of multiple images and solve the problem of object inference in a top‐down 2D domain. Finally, we combine these methods in a fully automated pipeline for creating a structured 3D model of a multi‐room floor plan and of the location and extent of clutter objects. These contribution make our pipeline able to handle cluttered scenes with complex geometry that are challenging to existing techniques. The effectiveness and performance of our approach is evaluated on both real‐world and synthetic models.  相似文献   

16.
Existing solid texture synthesis algorithms generate a full volume of color content from a set of 2D example images. We introduce a new algorithm with the unique ability to restrict synthesis to a subset of the voxels, while enforcing spatial determinism. This is especially useful when texturing objects, since only a thick layer around the surface needs to be synthesized. A major difficulty lies in reducing the dependency chain of neighborhood matching, so that each voxel only depends on a small number of other voxels. Our key idea is to synthesize a volume from a set of pre‐computed 3D candidates, each being a triple of interleaved 2D neighborhoods. We present an efficient algorithm to carefully select in a pre‐process only those candidates forming consistent triples. This significantly reduces the search space during subsequent synthesis. The result is a new parallel, spatially deterministic solid texture synthesis algorithm which runs efficiently on the GPU. Our approach generates high resolution solid textures on surfaces within seconds. Memory usage and synthesis time only depend on the output textured surface area. The GPU implementation of our method rapidly synthesizes new textures for the surfaces appearing when interactively breaking or cutting objects.  相似文献   

17.
We propose an approach for temporally coherent patch‐based texture synthesis on the free surface of fluids. Our approach is applied as a post‐process, using the surface and velocity field from any fluid simulator. We apply the texture from the exemplar through multiple local mesh patches fitted to the surface and mapped to the exemplar. Our patches are constructed from the fluid free surface by taking a subsection of the free surface mesh. As such, they are initially very well adapted to the fluid's surface, and can later deform according to the free surface velocity field, allowing a greater ability to represent surface motion than rigid or 2D grid‐based patches. From one frame to the next, the patch centers and surrounding patch vertices are advected according to the velocity field. We seek to maintain a Poisson disk distribution of patches, and following advection, the Poisson disk criterion determines where to add new patches and which patches should e flagged for removal. The removal considers the local number of patches: in regions containing too many patches, we accelerate the temporal removal. This reduces the number of patches while still meeting the Poisson disk criterion. Reducing areas with too many patches speeds up the computation and avoids patch‐blending artifacts. The final step of our approach creates the overall texture in an atlas where each texel is computed from the patches using a contrast‐preserving blending function. Our tests show that the approach works well on free surfaces undergoing significant deformation and topological changes. Furthermore, we show that our approach provides good results for many fluid simulation scenarios, and with many texture exemplars. We also confirm that the optical flow from the resulting texture matches the fluid velocity field. Overall, our approach compares favorably against recent work in this area.  相似文献   

18.
We propose a novel approach for computing correspondences between subdivision surfaces with different control polygons. Our main observation is that the multi‐resolution spectral basis functions that are open used for computing a functional correspondence can be compactly represented on subdivision surfaces, and therefore can be efficiently computed. Furthermore, the reconstruction of a pointwise map from a functional correspondence also greatly benefits from the subdivision structure. Leveraging these observations, we suggest a hierarchical pipeline for functional map inference, allowing us to compute correspondences between surfaces at fine subdivision levels, with hundreds of thousands of polygons, an order of magnitude faster than existing correspondence methods. We demonstrate the applicability of our results by transferring high‐resolution sculpting displacement maps and textures between subdivision models.  相似文献   

19.
Procedural models are a powerful tool for quickly creating a variety of computer graphics content. However, authoring them is challenging, requiring both programming and artistic expertise. In this paper, we present a method for learning procedural models from a small number of example objects. We focus on the modular design setting, where objects are constructed from a common library of parts. Our procedural representation is a probabilistic program that models both the discrete, hierarchical structure of the examples as well as the continuous variability in their spatial arrangements of parts. We develop an algorithm for learning such programs from examples, using combinatorial search over program structures and variational inference to estimate continuous program parameters. We evaluate our method by demonstrating its ability to learn programs from examples of ornamental designs, spaceships, space stations, and castles. Experiments suggest that our learned programs can reliably generate a variety of new objects that are perceptually indistinguishable from hand‐crafted examples.  相似文献   

20.
We present a novel appearance model for paper. Based on our appearance measurements for matte and glossy paper, we find that paper exhibits a combination of subsurface scattering, specular reflection, retroreflection, and surface sheen. Classic microfacet and simple diffuse reflection models cannot simulate the double‐sided appearance of a thin layer. Our novel BSDF model matches our measurements for paper and accounts for both reflection and transmission properties. At the core of the BSDF model is a method for converting a multi‐layer subsurface scattering model (BSSRDF) into a BSDF, which allows us to retain physically‐based absorption and scattering parameters obtained from the measurements. We also introduce a method for computing the amount of light available for subsurface scattering due to transmission through a rough dielectric surface. Our final model accounts for multiple scattering, single scattering, and surface reflection and is capable of rendering paper with varying levels of roughness and glossiness on both sides.  相似文献   

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