Reflectance Fields
Reflectance Fields
CG2010
The
surface reflectance properties of an opaque material can be modelled
using a 4D BRDF associated to an infinitesimal point in the object
surface. A geometric model can be used to model a complex object but
most often the object surface material is not homogenous across the
surface leading to additional work to model the BRDF for each point in
the surface.
Reflectance fields were
developed as a form of capturing and encoding “real world” textures able
to react to several light sources and respective positions
[1][2][3][4][5].
Reflectance Transformation
Imaging (RTI) [5] is one of many techniques and as all others acquires
the images from a single point of view with varying light positions.
However RTI uses a polynomial basis (Bi-quadratic polynom or Spherical
Harmonics) to parameterise the surface reflectance at each pixel as
function dependent on the 2D light parameters. Since the camera is fixed
each pixel index accounts for the remaining 2D spacial dependency
parameters. RTI uses a specific format to encoded the reflectance
function designated Polynomial Texture Map (PTM). PTM’s technique
describes a simple bi-quadratic polynom to encode the reflectance
function I(x,y,lx,ly)=a0*lx^2 + a1*ly^2 + a2*lx*ly + a3*lx +a4*ly + a5,
where x and y are the index in the image space while lx and ly are the
projections of the light vector in the surface tangent plane.
After generating or capturing
all images (each with a different light position and same camera
position) all the samples, and respective light direction, from a
specific pixel is gathered from all the images and fitted to the polynom
function (PTM, SH or HSH). The resulting coefficients are stored for
later use during rendering stage. The rendering of the surface
reflectance is them resumed to the evaluation of the polynom function
for each pixel with the desired light direction.
A detailed survey on Reflectance Fields, Texture and BRDF aquisition and rendering can be found at [6].
Reflectance Fields
[1]Ashikhmin,
M. and Shirley, P. 2002. Steerable illumination textures. ACM Trans. Graph. 21, 1 (Jan. 2002), 1-19. DOI= http://doi.acm.org/10.1145/504789.504790
[2]Paul Debevec, Tim Hawkins,
Chris Tchou, Haarm-Pieter Duiker, Westley Sarokin, and Mark Sagar.
Acquiring the reflectance field of a human face. In SIGGRAPH ’00:
Proceedings of the 27th annual conference on Computer graphics and
interactive techniques, pages 145–156, New York, NY, USA, 2000. ACM
Press/Addison-Wesley Publishing Co.
[3]Paul Debevec, Andreas Wenger, Chris Tchou,
Andrew Gardner, Jamie Waese, and Tim Hawkins. A lighting reproduction
approach to live-action compositing. In SIGGRAPH ’02: Proceed- ings of
the 29th annual conference on Computer graphics and in- teractive
techniques, pages 547–556, New York, NY, USA, 2002. ACM.
[4] aniel N. Wood, Daniel I. Azuma, Ken Aldinger,
Brian Curless, Tom Duchamp, David H. Salesin, and Werner Stuetzle.
Surface light fields for 3d photography. In ., pages 287–296, 2000.
[5] Malzbender, T.,
Gelb, D., and Wolters, H. 2001. Polynomial texture maps. In Proceedings
of the 28th Annual Conference on Computer Graphics and interactive
Techniques SIGGRAPH '01. ACM, New York, NY, 519-528. DOI= http://doi.acm.org/10.1145/383259.383320
[6] Gero Müller, Jan Meseth, Mirko Sattler, Ralf Sarlette, and Rein- hard Klein. Acquisition, synthesis and rendering of bidirectional texture functions. In Christophe Schlick and Werner Purgath- ofer, editors, Eurographics 2004, State of the Art Reports, pages 69–94. INRIA and Eurographics Association, September 2004.