Course 10 Realistic Materials in Computer Graphics Translucent Materials Michael Goesele MPI Informatik (moving to the University of Washington) Course 10: Realistic Materials in Computer Graphics Michael Goesele Michael Goesele Inhomogeneous Translucent Objects Translucent Objects – light is scattered through the object – incident illumination smoothed due to diffuse scattering inside media Course 10: Realistic Materials in Computer Graphics Course 10: Realistic Materials in Computer Graphics Michael Goesele Varying Local Illumination – caused by material variation or internal structure – required for realistic appearance Course 10: Realistic Materials in Computer Graphics Michael Goesele Overview – caused by shadows or directional light sources – models for translucent objects – the BSSRDF – dipole approximation – acquisition with DISCO • hierarchical model for multiple scattering Course 10: Realistic Materials in Computer Graphics Michael Goesele Course 10: Realistic Materials in Computer Graphics Michael Goesele 1 Models for Translucent Objects Models for Translucent Objects • basic physical properties • rendering techniques (contd.) – e.g., absorption and scattering cross sections σa – finite element methods [Rushmeier90, Sillion95, – defined for the whole object volume – bidirectional path tracing [Hanrahan93, and σs [Ishimaru78] Blasi93] • rendering possible with variety of techniques – photon mapping [Jensen98, Dorsey99] such as – finite element methods [Rushmeier90, Sillion95, – Monte Carlo simulations [Pharr00, Jensen99] – diffusion [Stam95, Stam01] Blasi93] Course 10: Realistic Materials in Computer Graphics Lafortune96] Michael Goesele – precomputed radiance transfer [Sloan03a] Course 10: Realistic Materials in Computer Graphics Models for Translucent Objects Models for Translucent Objects • light fields / reflectance fields • specialized models – light fields [Levoy96,Gortler96,Miller98,Wood00,…] – BSSRDF [Nicodemus 1977] – reflectance fields [Debevec00,Malzbender01] – dipole approximation [Jensen et al. 2001] – opacity hulls [Matusik03] Michael Goesele • includes measurements of physical parameters for homogeneous materials – incident light fields [Masselus03] – DISCO system to acquire diffuse multiple ⇒ no correct response to locally varying illumination ⇒ see remainder of the course Course 10: Realistic Materials in Computer Graphics Michael Goesele Overview scattering model Rd [Goesele et al. 2004] • modeling of inhomogeneous materials Course 10: Realistic Materials in Computer Graphics Michael Goesele The BSSRDF – models for translucent objects • bidirectional scattering-surface reflectance – the BSSRDF distribution function [Nicodemus 1977] – dipole approximation – general model of light transport inside an object – acquisition with DISCO – (almost) equivalent to a reflectance field • hierarchical model for multiple [Debevec et al. 2000] scattering – ratio of reflected radiance to incident flux Course 10: Realistic Materials in Computer Graphics Michael Goesele Course 10: Realistic Materials in Computer Graphics Michael Goesele 2 The BSSRDF The BSSRDF • outgoing radiance computed by integrating over the whole surface and all incoming directions Course 10: Realistic Materials in Computer Graphics Michael Goesele Course 10: Realistic Materials in Computer Graphics Michael Goesele Single Scattering vs. Multiple Scattering The BSSRDF • single scattering • 8 dimensional function, tedious to handle • basic behavior of translucent objects: contribution strongly dependent on incoming light direction – example: honey pot illuminated by a laser from the left – light is scattered inside – light distribution gets diffuse after several scattering events Course 10: Realistic Materials in Computer Graphics Michael Goesele Course 10: Realistic Materials in Computer Graphics Single Scattering vs. Multiple Scattering Single Scattering vs. Multiple Scattering • multiple scattering • often modeled (almost) independent of incident light direction independently, e.g., – single scattering using ray tracing – example: alabaster block illuminated by a laser from the left Course 10: Realistic Materials in Computer Graphics Michael Goesele – multiple scattering using a less complex model with diffuse approximation Michael Goesele Course 10: Realistic Materials in Computer Graphics Michael Goesele 3 Diffuse Approximation Diffuse Approximation • BSSRDF too complex for many application – acquisition, storage, … – all combinations of directions and positions • neglect directional dependence – frequent scattering events in optically dense media lead to diffuse scattering inside the media – 8D data Course 10: Realistic Materials in Computer Graphics Michael Goesele Diffuse Approximation Michael Goesele Overview • approximate BSSRDF by diffuse reflectance – models for translucent objects – the BSSRDF – only 4 dimensions – requires Fresnel terms at incoming and outgoing – dipole approximation – acquisition with DISCO locations • hierarchical model for multiple – simplifies handling drastically Course 10: Realistic Materials in Computer Graphics Course 10: Realistic Materials in Computer Graphics scattering Michael Goesele Dipole Approximation Course 10: Realistic Materials in Computer Graphics Michael Goesele Dipole Approximation • [Jensen et al. 2001] • infinite half-space of homogeneous material • optically dense, modeling of multiple scattering Course 10: Realistic Materials in Computer Graphics Michael Goesele Course 10: Realistic Materials in Computer Graphics Michael Goesele 4 Dipole Approximation Dipole Approximation • example: marble from [Jensen et al. 2001] Course 10: Realistic Materials in Computer Graphics Michael Goesele Course 10: Realistic Materials in Computer Graphics Determining Physical Parameters Determining Physical Parameters • required for dipole approximation • image-based measure- Michael Goesele Light Source ment setup [Jensen et al. 2001] – scattering and absorption coefficient – relative index of refraction – surface point illuminated by • also required for evaluation of single focused beam of white light scattering term Camera – object observed by digital o camera – parameters determined via 50 Sample diffusion solution Course 10: Realistic Materials in Computer Graphics Michael Goesele Overview Course 10: Realistic Materials in Computer Graphics Michael Goesele DISCO Acquisition Approach – models for translucent objects – illuminate individual surface points with laser projector – the BSSRDF – record impulse response of the object with HDR video – dipole approximation camera – acquisition with DISCO • hierarchical model for multiple scattering Course 10: Realistic Materials in Computer Graphics Michael Goesele Course 10: Realistic Materials in Computer Graphics Michael Goesele 5 Acquisition Equipment Laser Projector – three lasers • (635nm, 532nm, 476nm) – turntable • ~10mW optical power – laser projector – constancy – HDR camera – resolution 4096x4096 steps – black room • step size < 0.1 mm on object possible – repeatable Course 10: Realistic Materials in Computer Graphics Michael Goesele Course 10: Realistic Materials in Computer Graphics Michael Goesele Inherent High Dynamic Range HDR Video Camera – Silicon Vision Lars III 500,000 500,000 • other HDR video cameras also available – monochrome HDR – dynamic range > 1:1,000,000 486,000 486,000 – acquisition with 15 fps 55 Course 10: Realistic Materials in Computer Graphics Michael Goesele Example Acquisition Course 10: Realistic Materials in Computer Graphics Course 10: Realistic Materials in Computer Graphics 00 Michael Goesele Example Acquisition Michael Goesele Course 10: Realistic Materials in Computer Graphics Michael Goesele 6 Throughput Factor Matrix Hierarchical Model – 500,000-1,000,000 images acquired •properties of radiosity inside object – all views where the same point is illuminated yield one column of the point-to-point matrix – exponential fall-off – strong variation near incident illumination – smooth variation far away from incident illumination •problems: • modified by fine-scale structure close to surface – approx 100,0002 entries – still a lot of holes – impractical to render Course 10: Realistic Materials in Computer Graphics Michael Goesele Hierarchical Model Course 10: Realistic Materials in Computer Graphics Michael Goesele Hierarchical Model •properties of radiosity inside object – exponential fall-off – strong variation near incident illumination – smooth variation far away from incident illumination • modified by fine-scale structure close to surface Course 10: Realistic Materials in Computer Graphics Michael Goesele Course 10: Realistic Materials in Computer Graphics Hierarchical Model Hierarchical Model •global response as sparse transfer matrix •local response Michael Goesele – e.g., vertex-to-vertex throughput factors on mesh – pixel-to-pixel throughput factors in texel space – fine scale detail preserved by a modulation texture – small neighborhood only Course 10: Realistic Materials in Computer Graphics Michael Goesele Course 10: Realistic Materials in Computer Graphics Michael Goesele 7 Resampling Results •resample images into hierarchical model – assemble global term at vertex positions – determine filter kernels in texture space •problems – incomplete sampling Æ missing data needs to be interpolated – measurement noise photograph – see [Goesele et al. 2004] for details Course 10: Realistic Materials in Computer Graphics Michael Goesele Results: Local Illumination Variation Course 10: Realistic Materials in Computer Graphics Course 10: Realistic Materials in Computer Graphics Michael Goesele Results: Local Illumination Variation Michael Goesele Results: Local Illumination Variation Course 10: Realistic Materials in Computer Graphics rendering Course 10: Realistic Materials in Computer Graphics Michael Goesele Results Michael Goesele Course 10: Realistic Materials in Computer Graphics Michael Goesele 8 Overview Schedule – models for translucent objects • 1:45 Transparent/Specular Materials (Y.-Y. Chuang) – the BSSRDF – dipole approximation • 2:30 Fibers (S. Marschner) – acquisition with DISCO • 3:30 Break • hierarchical model for multiple scattering • 3:45 BTFs (G. Müller) • 4:30 Reflectance Fields (T. Hawkins) • 5:15 Conclusion, Questions & Answers (all) Course 10: Realistic Materials in Computer Graphics Michael Goesele Course 10: Realistic Materials in Computer Graphics Michael Goesele Course Web Pages • find updated content at http://www.mpi-inf.mpg.de/resources/ siggraph05-course-realistic-materials • please enter your comments at http://www.siggraph.org/courses_evaluation Course 10: Realistic Materials in Computer Graphics Michael Goesele 9
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