摘要:
The present surface detail rendering technique provides an efficient technique for applying a mesostructure to a macrostructure for an object that minimizes the amount of memory required for pre-computed data. A leap texture is pre-computed for a mesostructure by classifying each voxel in the mesostructure geometry and assigning a value in the leap texture based upon the classification. The value in the leap texture represents a distance to jump along a ray cast in any view direction when a model is decorated with the mesostructure geometry.
摘要:
An exemplary method includes providing image data for an illuminated physical sample of a heterogeneous translucent material, determining one or more material properties of the material based in part on a diffusion equation where one of the material properties is a diffusion coefficient for diffusion of radiation in the material and where the determining includes a regularization term for the diffusion coefficient, mapping the one or more material properties to a virtual object volume, assigning virtual illumination conditions to the virtual object volume, and rendering the virtual object volume using the virtual illumination conditions as a boundary condition for a system of diffusion equations of the virtual object volume. Other methods, devices and systems are also disclosed.
摘要:
An exemplary method includes providing image data for an illuminated physical sample of a heterogeneous translucent material, determining one or more material properties of the material based in part on a diffusion equation where one of the material properties is a diffusion coefficient for diffusion of radiation in the material and where the determining includes a regularization term for the diffusion coefficient, mapping the one or more material properties to a virtual object volume, assigning virtual illumination conditions to the virtual object volume, and rendering the virtual object volume using the virtual illumination conditions as a boundary condition for a system of diffusion equations of the virtual object volume. Other methods, devices and systems are also disclosed.
摘要:
An exemplary method includes providing image data for an illuminated physical sample of a heterogeneous translucent material, determining one or more material properties of the material based in part on a diffusion equation where one of the material properties is a diffusion coefficient for diffusion of radiation in the material and where the determining includes a regularization term for the diffusion coefficient, mapping the one or more material properties to a virtual object volume, assigning virtual illumination conditions to the virtual object volume, and rendering the virtual object volume using the virtual illumination conditions as a boundary condition for a system of diffusion equations of the virtual object volume. Other methods, devices and systems are also disclosed.
摘要:
An exemplary method includes providing image data for an illuminated physical sample of a heterogeneous translucent material, determining one or more material properties of the material based in part on a diffusion equation where one of the material properties is a diffusion coefficient for diffusion of radiation in the material and where the determining includes a regularization term for the diffusion coefficient, mapping the one or more material properties to a virtual object volume, assigning virtual illumination conditions to the virtual object volume, and rendering the virtual object volume using the virtual illumination conditions as a boundary condition for a system of diffusion equations of the virtual object volume. Other methods, devices and systems are also disclosed.
摘要:
Techniques are provided for at least modeling any one of mesostructure shadowing, masking, interreflection and silhouettes on a surface, as well as subsurface scattering within a non-homogeneous volume. Such techniques include, at least, acquiring material parameters for a material sample, determining irradiance distribution values for the material sample, synthesizing the material sample onto a mesh of an object. The synthesized object may then be rendered by one of plural rendering techniques.
摘要:
Representing quasi-homogenous materials is described. In one aspect, quasi-homogenous materials are modeled to generate a material model of a physical sample. The material model identifies how light is scattered by the quasi-homogenous materials. The material model, independent of an object model of the physical sample, provides information that is useful to texture surfaces of arbitrary types and sizes of mesh models (e.g., representing the physical sample or other objects) with the quasi-homogenous materials.
摘要:
Encoded HDR textures are described. In one aspect, a HDR image comprised is preprocessed such that HDR information is represented in a single color channel. The preprocessed image is quantized in view of two luminance ranges to retain HDR in the single color channel. Each block of quantized channel information is then encoded across two textures (encoded HDR textures). Specifically, when encoding a block of the quantized information, pixels in a first range of the two luminance ranges are put into a color channel associated with a first texture. Additionally, pixels in a second range of the two luminance ranges are stored into a color channel associated with a second texture.
摘要:
A “mesostructure renderer” uses pre-computed multi-dimensional “generalized displacement maps” (GDM) to provide real-time rendering of general non-height-field mesostructures on both open and closed surfaces of arbitrary geometry. In general, the GDM represents the distance to solid mesostructure along any ray cast from any point within a volumetric sample. Given the pre-computed GDM, the mesostructure renderer then computes mesostructure visibility jointly in object space and texture space, thereby enabling both control of texture distortion and efficient computation of texture coordinates and shadowing. Further, in one embodiment, the mesostructure renderer uses the GDM to render mesostructures with either local or global illumination as a per-pixel process using conventional computer graphics hardware to accelerate the real-time rendering of the mesostructures. Further acceleration of mesostructure rendering is achieved in another embodiment by automatically reducing the number of triangles in the rendering pipeline according to a user-specified threshold for acceptable texture distortion.
摘要:
Encoded HDR textures are described. In one aspect, a HDR image comprised is preprocessed such that HDR information is represented in a single color channel. The preprocessed image is quantized in view of two luminance ranges to retain HDR in the single color channel. Each block of quantized channel information is then encoded across two textures (encoded HDR textures). Specifically, when encoding a block of the quantized information, pixels in a first range of the two luminance ranges are put into a color channel associated with a first texture. Additionally, pixels in a second range of the two luminance ranges are stored into a color channel associated with a second texture.