Shell texture functions

Yanyun Chen, Xin Tong, Jiaping Wang, Stephen Lin, Baining Guo, Heung Yeung Shum

Research output: Contribution to journalConference article published in journalpeer-review

Abstract

We propose a texture function for realistic modeling and efficient rendering of materials that exhibit surface mesostructures, translucency and volumetric texture variations. The appearance of such complex materials for dynamic lighting and viewing directions is expensive to calculate and requires an impractical amount of storage to precompute. To handle this problem, our method models an object as a shell layer, formed by texture synthesis of a volumetric material sample, and a homogeneous inner core. To facilitate computation of surface radiance from the shell layer, we introduce the shell texture function (STF) which describes voxel irradiance fields based on precomputed fine-level light interactions such as shadowing by surface mesostructures and scattering of photons inside the object. Together with a diffusion approximation of homogeneous inner core radiance, the STF leads to fast and detailed raytraced renderings of complex materials.

Original languageEnglish
Pages (from-to)343-353
Number of pages11
JournalACM Transactions on Graphics
Volume23
Issue number3
DOIs
Publication statusPublished - 2004
Externally publishedYes
EventACM Transactions on Graphics - Proceedings of ACM SIGGRAPH 2004 -
Duration: 9 Aug 200412 Aug 2004

Keywords

  • BTF
  • Mesostructure
  • Reflectance and shading models
  • Subsurface scattering
  • Texture mapping
  • Texture synthesis

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