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Physically-Based Interactive Bi-Scale Material Design
Hongzhi Wu Julie Dorsey Holly Rushmeier
Computer Graphics Group, Yale University
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Abstract
We present the first physically-based interactive system to facilitate
the appearance design at different scales consistently, through ma-
nipulations of both small-scale geometry and materials. The core of
our system is a novel reflectance filtering algorithm, which rapidly
computes the large-scale appearance from small-scale details, by
exploiting the low-rank s***ctures of the Bidirectional Visible Nor-
mal Distribution Function and pre-rotated BRDFs in the matrix for-
mulation of our rendering problem. Our algorithm is three orders of
magnitude faster than a ground-***th method. We demonstrate vari-
ous editing results of different small-scale geometry with analytical
and measured BRDFs. In addition, we show the applications of our
system to physical realization of appearance, as well as modeling
of real-world materials using very sparse measurements.
CR Categories: I.3.7 [Computer Graphics]: Three-Dimensional
Graphics and Realism—Color, shading, shadowing, and texture
Keywords: bi-scale, material editing, reflectance filtering, low-
rank matrix
ric threads that are visible on close view merge into a material de-
scribed by a single reflectance function when viewed from a dis-
tance. Physically speaking, the large-scale appearance is uniquely
determined by averaging the look of small-scale details [***neton
and Neyret 2011]. Therefore, it would be desirable to build an edit-
ing system for interactive appearance design at different scales, by
manipulating small-scale s***ctures. This could be useful in appli-
cations like building exterior design, where the user edits the looks
of a building at different view distances.
Existing interactive material editing systems (e.g. [Ben-Artzi et al.
2006; Pellacini and Lawrence 2007]) focus on adjusting material
appearance only at a single scale. On the other hand, previous
work [Westin et al. 1992; Gondek et al. 1994], which computes
realistic large-scale appearance by simulating light interactions in
small-scale details, is too slow to provide interactive feedback.
Although converting small-scale s***ctures to large-scale appear-
ance is essentially performing reflectance filtering, related tech-
niques [***neton and Neyret 2011] are not suitable for our purpose,
due to the lack of support for general geometry and materials [Han
et al. 2007], or costly computational overhead [Wu et al. 2009].
This paper presents, to our knowledge, the first physically-based in-
teractive bi-scale material editing system, which manipulates small-
scale geometry and Bidirectional Reflectance Distribution Func-
tions (BRDFs), to facilitate appearance design at two different
scales consistently. The user can freely change both small-scale ge-
ometry and materials, then our system quickly computes the large-
scale appearance to provide interactive visual feedback. As illus-
trated in Fig. 1, various small-scale edits can have dramatic effects
on appearance. We achieve an acceleration rate of over 5000:1,
when compared with a ground-***th method similar to [Westin et al.
1992], implemented on modern hardware. The key to the per-
formance of our system is a novel reflectance filtering algorithm,
which efficiently processes the Bidirectional Visible Normal Dis-
tribution Function (BVNDF) and pre-rotated BRDFs, derived from
the changing small-scale details. We observe and exploit the low-
rank s***ctures in both quantities to accelerate the large-scale ap-
pearance computation, using Singular Value Decomposition (SVD)
combined with the random projection method [Vempala 2004].
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