“Shell texture functions” by Chen, Tong, Wang, Lin, Guo, et al. …

  • ©Yanyun Chen, Xin Tong, Jiaping Wang, Stephen Lin, Baining Guo, and Heung-Yeung Shum

Conference:


Type:


Title:

    Shell texture functions

Presenter(s)/Author(s):



Abstract:


    We propose a texture function for realistic modeling and efficient rendering of materials that exhibit surface mesostructures, translucency and volumetric texture variations. The appearance of such complex materials for dynamic lighting and viewing directions is expensive to calculate and requires an impractical amount of storage to precompute. To handle this problem, our method models an object as a shell layer, formed by texture synthesis of a volumetric material sample, and a homogeneous inner core. To facilitate computation of surface radiance from the shell layer, we introduce the shell texture function (STF) which describes voxel irradiance fields based on precomputed fine-level light interactions such as shadowing by surface mesostructures and scattering of photons inside the object. Together with a diffusion approximation of homogeneous inner core radiance, the STF leads to fast and detailed raytraced renderings of complex materials.

References:


    1. BEERS, A. C., AGRAWALA, M., AND CHADDHA, N. 1996. Rendering from compressed textures. In Proceedings of SIGGRAPH 1996, 373–378. Google ScholarDigital Library
    2. BLINN, J. F. 1978. Simulation of wrinkled surfaces. Computer Graphics (SIGGRAPH ’78 Proceedings) 12, 3, 286–292. Google ScholarDigital Library
    3. CHEN, W.-C., BOUGUET, J.-Y., CHU, M. H., AND GRZESZCZUK, R. 2002. Light field mapping: Efficient representation and hardware rendering of surface light fields. ACM Transactions on Graphics 21, 3 (July), 447–456. Google ScholarDigital Library
    4. COOK, R. L. 1984. Shade trees. Computer Graphics (SIGGRAPH ’84 Proceedings) 18, 3, 223–231. Google ScholarDigital Library
    5. DACHSBACHER, C., AND STAMMINGER, M. 2003. Translucent shadow maps. In Proceedings of the 14th Eurographics Workshop on Rendering, 197–201. Google ScholarDigital Library
    6. DANA, K. J., VAN GINNEKEN, B., NAYAR, S. K., AND KOENDERINK, J. J. 1999. Reflectance and texture of real-world surfaces. ACM Transactions on Graphics 18, 1 (January), 1–34. Google ScholarDigital Library
    7. DEBEVEC, P., HAWKINS, T., TCHOU, C., DUIKER, H.-P., SAROKIN, W., AND SAGAR, M. 2000. Acquiring the reflectance field of a human face. In Proceedings of SIGGRAPH 2000, 145–156. Google ScholarDigital Library
    8. DISCHLER, J. M., GHAZANFARPOUR, D., AND FREYDIER, R. 1998. Anisotropic solid texture synthesis using orthogonal 2D views. Computer Graphics Forum 17, 3, 87–96.Google ScholarCross Ref
    9. DORSEY, J., EDELMAN, A., LEGAKIS, J., JENSEN, H. W., AND PEDERSEN, H. K. 1999. Modeling and rendering of weathered stone. In Proceedings of SIGGRAPH 1999, 225–234. Google ScholarDigital Library
    10. EBERT, D., MUSGRAVE, K., PEACHEY, D., PERLIN, K., AND WORLEY, S. 1994. Texturing and Modeling: A Procedural Approach. AP Professional. Google ScholarDigital Library
    11. HANRAHAN, P., AND KRUEGER, W. 1993. Reflection from layered surfaces due to subsurface scattering. In Proceedings of SIGGRAPH 1993, 165–174. Google ScholarDigital Library
    12. HAO, X., BABY, T., AND VARSHNEY, A. 2003. Interactive subsurface scattering for translucent meshes. In ACM Symposium on Interactive 3D Graphics, 75–82. Google ScholarDigital Library
    13. HENYEY, L., AND GREENSTEIN, J. 1941. Diffuse radiation in the galaxy. Astrophysics Journal 93, 70–83.Google ScholarCross Ref
    14. JENSEN, H. W., AND BUHLER, J. 2002. A rapid hierarchical rendering technique for translucent materials. In Proceedings of SIGGRAPH 2002, 576–581. Google ScholarDigital Library
    15. JENSEN, H. W., AND CHRISTENSEN, P. 1998. Efficient simulation of light transport in scenes with participating media using photon maps. In Proceedings of SIGGRAPH 1998, 311–320. Google ScholarDigital Library
    16. JENSEN, H. W., MARSCHNER, S. R., LEVOY, M., AND HANRAHAN, P. 2001. A practical model for subsurface light transport. In Proceedings of SIGGRAPH 2001, 511–518. Google ScholarDigital Library
    17. KAUFMAN, A. 1991. Volume Visualization. IEEE Computer Society Press. Google ScholarDigital Library
    18. KOENDERINK, J. J., AND DOORN, A. J. V. 1996. Illuminance texture due to surface mesostructure. Journal of the Optical Society of America 13, 3, 452–463.Google ScholarCross Ref
    19. KOENDERINK, J., AND VAN DOORN, A. 2001. Shading in the case of translucent objects. Proceedings of SPIE 4299, 312–320.Google Scholar
    20. LENGYEL, J. E., PRAUN, E., FINKELSTEIN, A., AND HOPPE, H. 2001. Real-time fur over arbitrary surfaces. In Symposium on Interactive 3D Graphics, 227–232. Google ScholarDigital Library
    21. LEUNG, T., AND MALIK, J. 2001. Representing and recognizing the visual appearance of materials using 3D textons. International Journal of Computer Vision 43, 1 (June), 29–44. Google ScholarDigital Library
    22. LEVOY, M. 1988. Display of surfaces from volume data. IEEE Computer Graphics & Applications 8, 3 (May), 29–37. Google ScholarDigital Library
    23. MALZBENDER, T., GELB, D., AND WOLTERS, H. 2001. Polynomial texture maps. Proceedings of SIGGRAPH 2001, 519–528. Google ScholarDigital Library
    24. MATUSIK, W., PFISTER, H., NGAN, A., BEARDSLEY, P., ZIEGLER, R., AND MCMILLAN, L. 2002. Image-based 3D photography using opacity hulls. ACM Transactions on Graphics 21, 3 (July), 427–437. Google ScholarDigital Library
    25. MERTENS, T., KAUTZ, J., BEKAERT, P., SEIDEL, H.-P., AND REETH, F. V. 2003. Interactive rendering of translucent deformable objects. In Proceedings of the 14th Eurographics Workshop on Rendering, 130–140. Google ScholarDigital Library
    26. NEYRET, F. 1998. Modeling, animating, and rendering complex scenes using volumetric textures. IEEE Trans. on Visualization and Computer Graphics 4, 1, 55–70. Google ScholarDigital Library
    27. PAYNE, B. A., AND TOGA, A. W. 1992. Distance field manipulation of surface models. IEEE Computer Graphics & Applications 12, 1, 65–71. Google ScholarDigital Library
    28. PHARR, M., AND HANRAHAN, P. M. 2000. Monte Carlo evaluation of non-linear scattering equations for subsurface reflection. In Proceedings of SIGGRAPH 2000, 275–286. Google ScholarDigital Library
    29. SIEGEL, R., AND HOWELL, J. 1992. Thermal Radiation Heat Transfer. Hemisphere Publishing Corp.Google Scholar
    30. STAM, J. 1995. Multiple scattering as a diffusion process. In Eurographics Rendering Workshop, 41–50.Google ScholarCross Ref
    31. TONG, X., ZHANG, J., LIU, L., WANG, X., GUO, B., AND SHUM, H.-Y. 2002. Synthesis of bidirectional texture functions on arbitrary surfaces. ACM Transactions on Graphics 21, 3 (July), 665–672. Google ScholarDigital Library
    32. TURK, G. 2001. Texture synthesis on surfaces. Proceedings of SIGGRAPH 2001, 347–354. Google ScholarDigital Library
    33. WEI, L.-Y. 2001. Texture Synthesis by Fixed Neighborhood Searching. Ph.D. Dissertation, Stanford University. Google ScholarDigital Library
    34. WOOD, D., AZUMA, D., ALDINGER, W., CURLESS, B., DUCHAMP, T., SALESIN, D., AND STUETZLE, W. 2000. Surface light fields for 3D photography. Proceedings of SIGGRAPH 2000, 287–296. Google ScholarDigital Library
    35. WYMAN, D. R., PATTERSON, M. S., AND WILSON, B. C. 1989. Similarity relations for anisotropic scattering in Monte Carlo simulations of deeply penetrating neutral particles. J. Computational Physics 81, 137–150. Google ScholarDigital Library
    36. YING, L., HERTZMANN, A., BIERMANN, H., AND ZORIN, D. 2001. Texture and shape synthesis on surfaces. Proceedings of 12th Eurographics Workshop on Rendering (June), 301–312. Google ScholarDigital Library


ACM Digital Library Publication:



Overview Page: