Realistic Materials for Virtual Real-Time Environments

M. Boßerhoff and A. Nicoll
In proceedings of Central European Seminar on Computer Graphics for Students (CESCG 2003), Apr. 2003
 

Abstract

Bidirectional Texture Functions (BTF) can be used to render realistic surfaces without the need of modeling details in geometry. For efficient, real-time rendering on current graphics hardware it is necessary to find good approximations for the BTF data, because the full data is too large to be rendered. We will compare two approximations, the Polynomial Texture Map (PTM) and the Per-Pixel-Lafortune-BRDF. To use larger samples, we use texture synthesis methods based on BTF analysis with the BTF samples and compare the results obtained with different settings and materials. We combine these approaches with a rendering method that provides real-time rendering on large surfaces, but does only need little more memory than for the small samples.

Keywords: appearance, BTF, Image Based Rendering, real-time rendering, texture synthesis

Images

Download Paper

Download Paper

Bibtex

@INPROCEEDINGS{bosserhoff-2003-realistic-materials,
     author = {Bo{\ss}erhoff, M. and Nicoll, A.},
      title = {Realistic Materials for Virtual Real-Time Environments},
  booktitle = {Central European Seminar on Computer Graphics for Students (CESCG 2003)},
       year = {2003},
      month = apr,
   keywords = {appearance, BTF, Image Based Rendering, real-time rendering, texture synthesis},
   abstract = {Bidirectional Texture Functions (BTF) can be used to render realistic surfaces without the need of
               modeling details in geometry. For efficient, real-time rendering on current graphics hardware it is
               necessary to find good approximations for the BTF data, because the full data is too large to be
               rendered. We will compare two approximations, the Polynomial Texture Map (PTM) and the
               Per-Pixel-Lafortune-BRDF. To use larger samples, we use texture synthesis methods based on BTF
               analysis with the BTF samples and compare the results obtained with different settings and
               materials. We combine these approaches with a rendering method that provides real-time rendering on
               large surfaces, but does only need little more memory than for the small samples.}
}