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1.
We present a novel multi‐view, projective texture mapping technique. While previous multi‐view texturing approaches lead to blurring and ghosting artefacts if 3D geometry and/or camera calibration are imprecise, we propose a texturing algorithm that warps (“floats”) projected textures during run‐time to preserve crisp, detailed texture appearance. Our GPU implementation achieves interactive to real‐time frame rates. The method is very generally applicable and can be used in combination with many image‐based rendering methods or projective texturing applications. By using Floating Textures in conjunction with, e.g., visual hull rendering, light field rendering, or free‐viewpoint video, improved rendering results are obtained from fewer input images, less accurately calibrated cameras, and coarser 3D geometry proxies.  相似文献   

2.
3.
Bidirectional texture functions (BTFs) represent the appearance of complex materials. Three major shortcomings with BTFs are the bulky storage, the difficulty in editing and the lack of efficient rendering methods. To reduce storage, many compression techniques have been applied to BTFs, but the results are difficult to edit. To facilitate editing, analytical models have been fit, but at the cost of accuracy of representation for many materials. It becomes even more challenging if efficient rendering is also needed. We introduce a high‐quality general representation that is, at once, compact, easily editable, and can be efficiently rendered. The representation is computed by adopting the stagewise Lasso algorithm to search for a sparse set of analytical functions, whose weighted sum approximates the input appearance data. We achieve compression rates comparable to a state‐of‐the‐art BTF compression method. We also demonstrate results in BTF editing and rendering.  相似文献   

4.
Photorealistic rendering of real world environments is important in a range of different areas; including Visual Special effects, Interior/Exterior Modelling, Architectural Modelling, Cultural Heritage, Computer Games and Automotive Design. Currently, rendering systems are able to produce photorealistic simulations of the appearance of many real‐world materials. In the real world, viewer perception of objects depends on the lighting and object/material/surface characteristics, the way a surface interacts with the light and on how the light is reflected, scattered, absorbed by the surface and the impact these characteristics have on material appearance. In order to re‐produce this, it is necessary to understand how materials interact with light. Thus the representation and acquisition of material models has become such an active research area. This survey of the state‐of‐the‐art of BRDF Representation and Acquisition presents an overview of BRDF (Bidirectional Reflectance Distribution Function) models used to represent surface/material reflection characteristics, and describes current acquisition methods for the capture and rendering of photorealistic materials.  相似文献   

5.
Realistic rendering using discrete reflectance measurements is challenging, because arbitrary directions on the light and view hemispheres are queried at render time, incurring large memory requirements and the need for interpolation. This explains the desire for compact and continuously parametrized models akin to analytic BRDFs; however, fitting BRDF parameters to complex data such as BTF texels can prove challenging, as models tend to describe restricted function spaces that cannot encompass real-world behavior. Recent advances in this area have increasingly relied on neural representations that are trained to reproduce acquired reflectance data. The associated training process is extremely costly and must typically be repeated for each material. Inspired by autoencoders, we propose a unified network architecture that is trained on a variety of materials, and which projects reflectance measurements to a shared latent parameter space. Similarly to SVBRDF fitting, real-world materials are represented by parameter maps, and the decoder network is analog to the analytic BRDF expression (also parametrized on light and view directions for practical rendering application). With this approach, encoding and decoding materials becomes a simple matter of evaluating the network. We train and validate on BTF datasets of the University of Bonn, but there are no prerequisites on either the number of angular reflectance samples, or the sample positions. Additionally, we show that the latent space is well-behaved and can be sampled from, for applications such as mipmapping and texture synthesis.  相似文献   

6.
One of the most accurate yet still practical representation of material appearance is the Bidirectional Texture Function (BTF). The BTF can be viewed as an extension of Bidirectional Reflectance Distribution Function (BRDF) for additional spatial information that includes local visual effects such as shadowing, interreflection, subsurface‐scattering, etc. However, the shift from BRDF to BTF represents not only a huge leap in respect to the realism of material reproduction, but also related high memory and computational costs stemming from the storage and processing of massive BTF data. In this work, we argue that each opaque material, regardless of its surface structure, can be safely substituted by a BRDF without the introduction of a significant perceptual error when viewed from an appropriate distance. Therefore, we ran a set of psychophysical studies over 25 materials to determine so‐called critical viewing distances, i.e. the minimal distances at which the material spatial structure (texture) cannot be visually discerned. Our analysis determined such typical distances typical for several material categories often used in interior design applications. Furthermore, we propose a combination of computational features that can predict such distances without the need for a psychophysical study. We show that our work can significantly reduce rendering costs in applications that process complex virtual scenes.  相似文献   

7.
Measured reflection data such as the bidirectional texture function (BTF) represent spatial variation under the full hemisphere of view and light directions and offer a very realistic visual appearance. Despite its high‐dimensional nature, recent compression techniques allow rendering of BTFs in real time. Nevertheless, a still unsolved problem is that there is no representation suited for real‐time rendering that can be used by designers to modify the BTF's appearance. For intuitive editing, a set of low‐dimensional comprehensible parameters, stored as scalars, colour values or texture maps, is required. In this paper we present a novel way to represent BTF data by introducing the geometric BRDF (g‐BRDF), which describes both the underlying meso‐ and micro‐scale structure in a very compact way. Both are stored in texture maps with only a few additional scalar parameters that can all be modified at runtime and thus give the designer full control over the material's appearance in the final real‐time application. The g‐BRDF does not only allow intuitive editing, but also reduces the measured data into a small set of textures, yielding a very effective compression method. In contrast to common material representation combining heightfields and BRDFs, our g‐BRDF is physically based and derived from direct measurement, thus representing real‐world surface appearance. In addition, we propose an algorithm for fully automatic decomposition of a given measured BTF into the g‐BRDF representation.  相似文献   

8.
In real‐time rendering, the appearance of scenes is greatly affected by the quality and resolution of the textures used for image synthesis. At the same time, the size of textures determines the performance and the memory requirements of rendering. As a result, finding the optimal texture resolution is critical, but also a non‐trivial task since the visibility of texture imperfections depends on underlying geometry, illumination, interactions between several texture maps, and viewing positions. Ideally, we would like to automate the task with a visibility metric, which could predict the optimal texture resolution. To maximize the performance of such a metric, it should be trained on a given task. This, however, requires sufficient user data which is often difficult to obtain. To address this problem, we develop a procedure for training an image visibility metric for a specific task while reducing the effort required to collect new data. The procedure involves generating a large dataset using an existing visibility metric followed by refining that dataset with the help of an efficient perceptual experiment. Then, such a refined dataset is used to retune the metric. This way, we augment sparse perceptual data to a large number of per‐pixel annotated visibility maps which serve as the training data for application‐specific visibility metrics. While our approach is general and can be potentially applied for different image distortions, we demonstrate an application in a game‐engine where we optimize the resolution of various textures, such as albedo and normal maps.  相似文献   

9.
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   

10.
An ever-growing number of real-world computer vision applications require classification, segmentation, retrieval, or realistic rendering of genuine materials. However, the appearance of real materials dramatically changes with illumination and viewing variations. Thus, the only reliable representation of material visual properties requires capturing of its reflectance in as wide range of light and camera position combinations as possible. This is a principle of the recent most advanced texture representation, the bidirectional texture function (BTF). Multispectral BTF is a seven-dimensional function that depends on view and illumination directions as well as on planar texture coordinates. BTF is typically obtained by measurement of thousands of images covering many combinations of illumination and viewing angles. However, the large size of such measurements has prohibited their practical exploitation in any sensible application until recently. During the last few years, the first BTF measurement, compression, modeling, and rendering methods have emerged. In this paper, we categorize, critically survey, and psychophysically compare such approaches, which were published in this newly arising and important computer vision and graphics area.  相似文献   

11.
Interactive Rendering with Bidirectional Texture Functions   总被引:2,自引:1,他引:2  
  相似文献   

12.
Iridescence is a natural phenomenon that is perceived as gradual color changes, depending on the view and illumination direction. Prominent examples are the colors seen in oil films and soap bubbles. Unfortunately, iridescent effects are particularly difficult to recreate in real‐time computer graphics. We present a high‐quality real‐time method for rendering iridescent effects under image‐based lighting. Previous methods model dielectric thin‐films of varying thickness on top of an arbitrary micro‐facet model with a conducting or dielectric base material, and evaluate the resulting reflectance term, responsible for the iridescent effects, only for a single direction when using real‐time image‐based lighting. This leads to bright halos at grazing angles and over‐saturated colors on rough surfaces, which causes an unnatural appearance that is not observed in ground truth data. We address this problem by taking the distribution of light directions, given by the environment map and surface roughness, into account when evaluating the reflectance term. In particular, our approach prefilters the first and second moments of the light direction, which are used to evaluate a filtered version of the reflectance term. We show that the visual quality of our approach is superior to the ones previously achieved, while having only a small negative impact on performance.  相似文献   

13.
Extreme compression and modeling of bidirectional texture function   总被引:1,自引:0,他引:1  
The recent advanced representation for realistic real-world materials in virtual reality applications is the Bidirectional Texture Function (BTF) which describes rough texture appearance for varying illumination and viewing conditions. Such a function can be represented by thousands of measurements (images) per material sample. The resulting BTF size excludes its direct rendering in graphical applications and some compression of these huge BTF data spaces is obviously inevitable. In this paper we present a novel, fast probabilistic model-based algorithm for realistic BTF modeling allowing an extreme compression with the possibility of a fast hardware implementation. Its ultimate aim is to create a visual impression of the same material without a pixel-wise correspondence to the original measurements. The analytical step of the algorithm starts with a BTF space segmentation and a range map estimation by photometric stereo of the BTF surface, followed by the spectral and spatial factorization of selected sub-space color texture images. Single mono-spectral band-limited factors are independently modeled by their dedicated spatial probabilistic model. During rendering, the sub-space images of arbitrary size are synthesized and both color (possibly multi-spectral) and range information is combined in a bump-mapping filter according to the view and illumination directions. The presented model offers a huge BTF compression ratio unattainable by any alternative sampling-based BTF synthesis method. Simultaneously this model can be used to reconstruct missing parts of the BTF measurement space.  相似文献   

14.
In volume visualization, noise in regions of homogeneous material and at boundaries between different materials poses a great challenge in extracting, analyzing and rendering features of interest. In this paper, we present a novel volume denoising / smoothing method based on the L0 gradient minimization framework. This framework globally controls how many voxels with a non‐zero gradient are in the result in order to approximate important features’ structures in a sparse way. This procedure can be solved quickly by the alternating optimization strategy with half‐quadratic splitting. While the proposed L0 volume gradient minimization method can effectively remove noise in homogeneous materials, a blurring‐sharpening strategy is proposed to diminish noise or smooth local details on the boundaries. This generates salient features with smooth boundaries and visually pleasing structures. We compare our method with the bilateral filter and anisotropic diffusion, and demonstrate the effectiveness and efficiency of our method with several volumes in different modalities.  相似文献   

15.
Surface reflectance of real‐world materials is now widely represented by the bidirectional reflectance distribution function (BRDF) and also by spatially varying representations such as SVBRDF and the bidirectional texture function (BTF). The raw surface reflectance measurements are typically compressed or fitted by analytical models, that always introduce a certain loss of accuracy. For its evaluation we need a distance function between a reference surface reflectance and its approximate version. Although some of the past techniques tried to reflect the perceptual sensitivity of human vision, they have neither optimized illumination and viewing conditions nor surface shape. In this paper, we suggest a new image‐based methodology for comparing different anisotropic BRDFs. We use optimization techniques to generate a novel surface which has extensive coverage of incoming and outgoing light directions, while preserving its features and frequencies that are important for material appearance judgments. A single rendered image of such a surface along with simultaneously optimized lighting and viewing directions leads to the computation of a meaningful BRDF difference, by means of standard image difference predictors. A psychophysical experiments revealed that our surface provides richer information on material properties than the standard surfaces often used in computer graphics, e.g., sphere or blob.  相似文献   

16.
The bidirectional texture function (BTF) is a 6D function that describes the appearance of a real-world surface as a function of lighting and viewing directions. The BTF can model the fine-scale shadows, occlusions, and specularities caused by surface mesostructures. In this paper, we present algorithms for efficient synthesis of BTFs on arbitrary surfaces and for hardware-accelerated rendering. For both synthesis and rendering, a main challenge is handling the large amount of data in a BTF sample. To addresses this challenge, we approximate the BTF sample by a small number of 4D point appearance functions (PAFs) multiplied by 2D geometry maps. The geometry maps and PAFs lead to efficient synthesis and fast rendering of BTFs on arbitrary surfaces. For synthesis, a surface BTF can be generated by applying a texton-based sysnthesis algorithm to a small set of 2D geometry maps while leaving the companion 4D PAFs untouched. As for rendering, a surface BTF synthesized using geometry maps is well-suited for leveraging the programmable vertex and pixel shaders on the graphics hardware. We present a real-time BTF rendering algorithm that runs at the speed of about 30 frames/second on a mid-level PC with an ATI Radeon 8500 graphics card. We demonstrate the effectiveness of our synthesis and rendering algorithms using both real and synthetic BTF samples.  相似文献   

17.
18.
Bidirectional Texture Functions (BTFs) are among the highest quality material representations available today and thus well suited whenever an exact reproduction of the appearance of a material or complete object is required. In recent years, BTFs have started to find application in various industrial settings and there is also a growing interest in the cultural heritage domain. BTFs are usually measured from real‐world samples and easily consist of tens or hundreds of gigabytes. By using data‐driven compression schemes, such as matrix or tensor factorization, a more compact but still faithful representation can be derived. This way, BTFs can be employed for real‐time rendering of photo‐realistic materials on the GPU. However, scenes containing multiple BTFs or even single objects with high‐resolution BTFs easily exceed available GPU memory on today's consumer graphics cards unless quality is drastically reduced by the compression. In this paper, we propose the Bidirectional Sparse Virtual Texture Function, a hierarchical level‐of‐detail approach for the real‐time rendering of large BTFs that requires only a small amount of GPU memory. More importantly, for larger numbers or higher resolutions, the GPU and CPU memory demand grows only marginally and the GPU workload remains constant. For this, we extend the concept of sparse virtual textures by choosing an appropriate prioritization, finding a trade off between factorization components and spatial resolution. Besides GPU memory, the high demand on bandwidth poses a serious limitation for the deployment of conventional BTFs. We show that our proposed representation can be combined with an additional transmission compression and then be employed for streaming the BTF data to the GPU from from local storage media or over the Internet. In combination with the introduced prioritization this allows for the fast visualization of relevant content in the users field of view and a consecutive progressive refinement.  相似文献   

19.
Image‐based rendering techniques are a powerful alternative to traditional polygon‐based computer graphics. This paper presents a novel light field rendering technique which performs per‐pixel depth correction of rays for high‐quality reconstruction. Our technique stores combined RGB and depth values in a parabolic 2D texture for every light field sample acquired at discrete positions on a uniform spherical setup. Image synthesis is implemented on the GPU as a fragment program which extracts the correct image information from adjacent cameras for each fragment by applying per‐pixel depth correction of rays. We show that the presented image‐based rendering technique provides a significant improvement compared to previous approaches. We explain two different rendering implementations which make use of a uniform parametrisation to minimise disparity problems and ensure full six degrees of freedom for virtual view synthesis. While one rendering algorithm implements an iterative refinement approach for rendering light fields with per pixel depth correction, the other approach employs a raycaster, which provides superior rendering quality at moderate frame rates. GPU based per‐fragment depth correction of rays, used in both implementations, helps reducing ghosting artifacts to a non‐noticeable amount and provides a rendering technique that performs without exhaustive pre‐processing for 3D object reconstruction and without real‐time ray‐object intersection calculations at rendering time.  相似文献   

20.
We present a new motion‐compensated hierarchical compression scheme (HMLFC) for encoding light field images (LFI) that is suitable for interactive rendering. Our method combines two different approaches, motion compensation schemes and hierarchical compression methods, to exploit redundancies in LFI. The motion compensation schemes capture the redundancies in local regions of the LFI efficiently (local coherence) and the hierarchical schemes capture the redundancies present across the entire LFI (global coherence). Our hybrid approach combines the two schemes effectively capturing both local as well as global coherence to improve the overall compression rate. We compute a tree from LFI using a hierarchical scheme and use phase shifted motion compensation techniques at each level of the hierarchy. Our representation provides random access to the pixel values of the light field, which makes it suitable for interactive rendering applications using a small run‐time memory footprint. Our approach is GPU friendly and allows parallel decoding of LF pixel values. We highlight the performance on the two‐plane parameterized light fields and obtain a compression ratio of 30–800× with a PSNR of 40–45 dB. Overall, we observe a ~2–5× improvement in compression rates using HMLFC over prior light field compression schemes that provide random access capability. In practice, our algorithm can render new views of resolution 512 × 512 on an NVIDIA GTX‐980 at ~200 fps.  相似文献   

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