Preserving Realism in Real-Time Rendering of Bidirectional Texture Functions

In proceedings of OpenSG Symposium 2003, pages 89-96, Eurographics Association, Switzerland, Apr. 2003
Präsentiert: OpenSG Symposium 2003
 

Abstract

The Bidirectional Texture Function (BTF) is a suitable representation for the appearance of highly detailed surface structures under varying illumination and viewing conditions. Since real-time rendering of the full BTF data is currently not feasible, approximations of the six-dimensional BTF are used such that the amount of data is reduced and current graphics hardware can be exploited. While existing methods work well for materials with low depth variation, realism is lost if the depth variation grows. In this paper we analyze this problem and devise a new real-time rendering method, which provides signicant improvements with respect to realism for such highly structured materials without sacricing the general applicability and speed of previous algorithms. We combine our approach with texture synthesis methods to drastically reduce the texture memory requirements and demonstrate the capabilities of our new rendering method with several examples.

Stichwörter: BTF rendering, material representation, real-time rendering, rendering hardware, textures

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Bibtex

@INPROCEEDINGS{meseth-2003-preserving,
       author = {Meseth, Jan and M{\"u}ller, Gero and Klein, Reinhard},
        pages = {89--96},
        title = {Preserving Realism in Real-Time Rendering of Bidirectional Texture Functions},
    booktitle = {OpenSG Symposium 2003},
         year = {2003},
        month = apr,
    publisher = {Eurographics Association, Switzerland},
  institution = {Universit{\"a}t Bonn},
     keywords = {BTF rendering, material representation, real-time rendering, rendering hardware, textures},
     abstract = {The Bidirectional Texture Function (BTF) is a suitable
                 representation for the appearance of highly detailed surface
                 structures under varying illumination and viewing conditions. Since
                 real-time rendering of the full BTF data
                 is currently not feasible, approximations of the six-dimensional BTF are
                 used such that the amount of data is
                 reduced and current graphics hardware can be exploited. While existing
                 methods work well for materials with low
                 depth variation, realism is lost if the depth variation grows. In this paper
                 we analyze this problem and devise a new
                 real-time rendering method, which provides signicant improvements with
                 respect to realism for such highly structured
                 materials without sacricing the general applicability and speed of previous
                 algorithms. We combine our
                 approach with texture synthesis methods to drastically reduce the texture
                 memory requirements and demonstrate
                 the capabilities of our new rendering method with several examples.},
   conference = {OpenSG Symposium 2003}
}