Reflectance and texture of real-world surfaces
ACM Transactions on Graphics (TOG)
Efficient rendering of spatial bi-directional reflectance distribution functions
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Texturing and Modeling: A Procedural Approach
Texturing and Modeling: A Procedural Approach
Appearance based object modeling using texture database: acquisition, compression and rendering
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
View-dependent displacement mapping
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
Synthesis and Rendering of Bidirectional Texture Functions on Arbitrary Surfaces
IEEE Transactions on Visualization and Computer Graphics
GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics
GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics
TensorTextures: multilinear image-based rendering
ACM SIGGRAPH 2004 Papers
Level-of-detail representation of bidirectional texture functions for real-time rendering
Proceedings of the 2005 symposium on Interactive 3D graphics and games
GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation (Gpu Gems)
Out-of-core tensor approximation of multi-dimensional matrices of visual data
ACM SIGGRAPH 2005 Papers
An efficient representation of complex materials for real-time rendering
Proceedings of the ACM symposium on Virtual reality software and technology
Hardware accelerated ambient occlusion techniques on GPUs
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Extreme Compression and Modeling of Bidirectional Texture Function
IEEE Transactions on Pattern Analysis and Machine Intelligence
Hierarchical Tensor Approximation of Multi-Dimensional Visual Data
IEEE Transactions on Visualization and Computer Graphics
The Journal of Machine Learning Research
Principles of appearance acquisition and representation
ACM SIGGRAPH 2008 classes
Bidirectional Texture Function Modeling: A State of the Art Survey
IEEE Transactions on Pattern Analysis and Machine Intelligence
Adaptive Barrier Update Strategies for Nonlinear Interior Methods
SIAM Journal on Optimization
OptiX: a general purpose ray tracing engine
ACM SIGGRAPH 2010 papers
Progressive photon mapping: A probabilistic approach
ACM Transactions on Graphics (TOG)
Modeling Bidirectional Texture Functions with Multivariate Spherical Radial Basis Functions
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)
Image quality assessment: from error visibility to structural similarity
IEEE Transactions on Image Processing
Compact, fast and robust grids for ray tracing
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
BTF compression via sparse tensor decomposition
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
WebGL-based streaming and presentation framework for bidirectional texture functions
VAST'11 Proceedings of the 12th International conference on Virtual Reality, Archaeology and Cultural Heritage
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High fidelity interactive rendering is of major importance for footwear designers, since it allows experimenting with virtual prototypes of new products, rather than producing expensive physical mock-ups. This requires capturing the appearance of complex materials using image based approaches, such as the Bidirectional Texture Function (BTF), to allow subsequent interactive visualization, while still maintaining the capability to edit the materials' appearance. However, interactive global illumination rendering of compressed editable BTFs with ordinary computing resources remains to be demonstrated. In this paper we demonstrate interactive global illumination by using a GPU ray tracing engine and the Sparse Parametric Mixture Model representation of BTFs, which is particularly well suited for BTF editing. We propose a rendering pipeline and data layout which allow for interactive frame rates and provide a scalability analysis with respect to the scene's complexity. We also include soft shadows from area light sources and approximate global illumination with ambient occlusion by resorting to progressive refinement, which quickly converges to a high quality image while maintaining interactive frame rates by limiting the number of rays shot per frame. Acceptable performance is also demonstrated under dynamic settings, including camera movements, changing lighting conditions and dynamic geometry.