Preserving Realism in Real-Time Rendering of Bidirectional Texture Functions
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}
}
