UCSD CSE 272 : Advanced Image Synthesis --- advanced BSDF

Layered BSDF

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how to modeling layered BSDF

a comprehensive framework for rendering layered materials

http://www.cs.cornell.edu/projects/layered-sg14/ Alt text

basic principle

adding equation: 把每一层的光照作用累积起来 Alt text

special case : pile of glass plates [Stokes 1860]

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general case : adding equation [Grant and Hunt 1969]

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general layered BSDF construction [Jakob 2014]

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Efficient Rendering of Layered Materials using an Atomic Decomposition with Statistical Operators

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basic principle

  • use sum of GGX lobes to represent multiple scattering between layers Alt text
  • approximate the R&T matrices using Gaussians for a given direction ω Alt text Alt text

Belcour’s algorithm

  • each layer
    • energy Alt text
    • mean Alt text
    • variance Alt text
  • add all of layers Alt text

Position-Free Monte Carlo Simulation for Arbitrary Layered BSDFs

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basic principle

  • just compute the multiple scattering using Monte Carlo integration
  • 降维
    • the horizontal distance doesn’t matter in a BSDF Alt text
    • solve a small “1D” rendering equation inside the material Alt text

recent research

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Hair and Cloth

physical structures

  • made of fibers Alt text Alt text

hair rendering

categories

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strand-based models [Marschner et al. 2003]

modeling the geometry of hair strands

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  • option1 --- polylines(多线段) but lines don’t have thickness!
  • option 2 --- connected cylinders(圆柱) rendering cylinders is a bit expensive
  • option 3 --- connected quads(有点类似于billboard的四边形)
    • quads always face towards the viewers
    • use shading normal to fake cylinder appearances
  • option 4 --- connected Bezier curves
    • smoother appearance and less storage cost
    • can use either the planar approximation or have actual cylindrical shape
    • can use shading normal to represent orientation variation within the curve Alt text Alt text|300*300
ray-curve intersection

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hair BSDF

or “BCSDF” (Bidirectional Curve Scattering Distribution Function) or “BFSDF” (F=Fiber)

  • lighting model Alt text
    • use a lobe for each scattering mode Alt text
    • Common assumption: separable lobes for longitudinal & azimuthal Alt text
  • longitudinal scattering Alt text
  • azimuthal scattering Common assumption: the circular section is isotropic (i.e. it’s not an ellipse) Alt text
    • Chiang et al. [2016] proposed to use a logistic distribution Alt text
  • volumetric absorption and Fresnel Alt text 3 lobes for R, TRT, TT; 1 lobe to compensate energy Alt text Alt text
  • Bells and whistles(really interesting)
    • 动物毛发和人类毛发的差别: volumetric scattering Alt text
    • 不同人种真实的头发截面形状: elliptical cross section Alt text
    • 不区分longitudinal和azimuthal: non-separable lobes Alt text
    • real-time rendering Alt text

cloth rendering

categories

Alt text 如果感兴趣,再找对应的paper深入了解下

Wave-based BSDFs

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what is light

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why do we see things

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Huygen’s principle

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  • 用复数来表示波 Alt text

real-life wave optics effects

  • compact disks caused by many small “slits” Alt text
  • soap bubbles caused by “thin-film interference” Alt text
  • dispersion(色散) Alt text
  • hologram(全息图) Alt text

Wave BSDF in computer graphics

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thin-film BSDF

  • idea replace the Fresnel term in Cook-Sparrow-Torrance Alt text Alt text Alt text Alt text

adding diffraction in microfacet models

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Other wave optics work

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