Bidirectional reflection functions from surface bump maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Predicting reflectance functions from complex surfaces
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Optimally combining sampling techniques for Monte Carlo rendering
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Reflectance and texture of real-world surfaces
ACM Transactions on Graphics (TOG)
Homomorphic factorization of BRDFs for high-performance rendering
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
View-dependent displacement mapping
ACM SIGGRAPH 2003 Papers
Measuring bidirectional texture reflectance with a kaleidoscope
ACM SIGGRAPH 2003 Papers
Efficient and realistic visualization of cloth
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Physically Based Rendering: From Theory to Implementation
Physically Based Rendering: From Theory to Implementation
Efficient BRDF importance sampling using a factored representation
ACM SIGGRAPH 2004 Papers
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
SVD based initialization: A head start for nonnegative matrix factorization
Pattern Recognition
Bidirectional Texture Function Modeling: A State of the Art Survey
IEEE Transactions on Pattern Analysis and Machine Intelligence
K-clustered tensor approximation: A sparse multilinear model for real-time rendering
ACM Transactions on Graphics (TOG)
IEEE Transactions on Visualization and Computer Graphics
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
BTF compression via sparse tensor decomposition
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Experimental analysis of BRDF models
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Interactive rendering with arbitrary BRDFs using separable approximations
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Procedural editing of bidirectional texture functions
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Reconstruction of volumetric surface textures for real-time rendering
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Rapid synchronous acquisition of geometry and appearance of cultural heritage artefacts
VAST'05 Proceedings of the 6th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
Stratified point sampling of 3D models
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
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The representation of material appearance requires an understanding of the underlying structures of real surfaces, light-material interaction, and human visual system. The Bidirectional Texture Function (BTF) describes real-world materials as a spatial variation of reflectance, which depends on view and light directions. Real BTFs integrate all optical phenomena occurring in a complex material, such as self-occlusions, interreflections, subsurface scattering, etc., independently of the mesoscopic surface geometry. In this paper, we revisit BTF simulation to improve the modeling of surface appearance. In the recent years, computer graphics has achieved very good levels of image realism on geometrical appearance of 3D scenes. It is therefore logical to think that using this technology to simulate visual effects at the level of the mesoscopic geometry should provide even more realistic simulated BTFs. Our ultimate goal here is thus to produce material appearance as rich and as similar as those in reality, but relying more on the intuition and skills of artists, and on the rendering capacity of today's computer graphics. We have designed a virtual parallel-projection/directional incident illumination framework that exploits rendering coherency in order to produce, in reasonable rendering times and with good compression ratios, BTFs of complex mesoscopic geometry, and this, even at grazing angles. Our current framework can simulate efficiently local interreflections effects within mesoscopic structures, as well as effects due to transparency, silhouettes, and surface curvatures. Our general simulation framework should also prove extensible to several other visual phenomena.