scholarly journals A Highlight-Generation Method for Rendering Translucent Objects

Sensors ◽  
2019 ◽  
Vol 19 (4) ◽  
pp. 860 ◽  
Author(s):  
Hui Yu ◽  
Peter Liu ◽  
Lingyan Hu

The acquisition of translucent objects has become a very common task thanks to the progress of 3D scanning technology. Since the characteristic soft appearance of translucent objects is due to subsurface scattering, the details are naturally left out in this appearance. For objects that have complex shapes, this lack of detail is obviously more prominent. In this paper, we propose a method to preserve the details of surface geometry by adding highlight effects. In generating highlight effects, our method employs a local orthonormal frame and combines, in a novel way, the incoming and outgoing light in approximating the subsurface scattering process. When the incident illuminant direction changes from nearly overhead to nearly horizontal, our method effectively preserves complex surface geometry details in the appearance of translucent materials. Through experiments, we show that our method can store surface features as well as maintain the translucency of the original materials and even enhance the perception of translucency. By numerically comparing the generated highlight effects with those generated by the traditional Bidirectional Reflectance Distribution Function (BRDF) models with different bandwidth parameters, we demonstrate the validity of our proposed method.

2014 ◽  
Vol 2014 ◽  
pp. 1-8
Author(s):  
Won-Sun Lee ◽  
Seung-Do Kim ◽  
Seongah Chin

Subsurface scattering that simulates the path of a light through the material in a scene is one of the advanced rendering techniques in the field of computer graphics society. Since it takes a number of long operations, it cannot be easily implemented in real-time smartphone games. In this paper, we propose a subsurface scattering-based object rendering technique that is optimized for smartphone games. We employ our subsurface scattering method that is utilized for a real-time smartphone game. And an example game is designed to validate how the proposed method can be operated seamlessly in real time. Finally, we show the comparison results between bidirectional reflectance distribution function, bidirectional scattering distribution function, and our proposed subsurface scattering method on a smartphone game.


2021 ◽  
Author(s):  
Hiroshi Ohno ◽  
Takahiro Kamikawa

AbstractThe bidirectional reflectance distribution function (BRDF) that describes an angle-resolved distribution of surface reflectance is available for characterizing surface properties of a material. A one-shot BRDF imaging system can capture an in-plane color mapping of light direction extracted from a surface BRDF distribution. A surface roughness identification method is then proposed here using the imaging system. A difference between surface properties of a matt paper and a glossy paper is experimentally shown to be detected using the method. A surface reconstruction method of an axisymmetric micro-object using the imaging system is also proposed here. The imaging system experimentally shows that it can reconstruct an axisymmetric aluminium cone surface with a height of 37 μm.


1996 ◽  
Vol 118 (2) ◽  
pp. 388-393 ◽  
Author(s):  
J. Zaworski ◽  
J. R. Welty ◽  
B. J. Palmer ◽  
M. K. Drost

The spatial distribution of light through a rectangular gap bounded by highly reflective, diffuse surfaces was measured and compared with the results of Monte Carlo simulations. Incorporating radiant properties for real surfaces into a Monte Carlo code was seen to be a significant problem; a number of techniques for accomplishing this are discussed. Independent results are reported for measured values of the bidirectional reflectance distribution function over incident polar angles from 0 to 90 deg for a semidiffuse surface treatment (Krylon™ flat white spray paint). The inclusion of this information into a Monte Carlo simulation yielded various levels of agreement with experimental results. The poorest agreement occurred when the incident radiation was at a grazing angle with respect to the surface and the reflectance was nearly specular.


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