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This article explores more complex material models by disregarding subsurface scattering in both input and output coordinates. The focus is on ignoring the dependence on position and considering bidirectional texture functions (BTF), spatially-varying BRDF (SVBRDF), and 6D Bidirectional Subsurface Scattering Distribution Functions (BSSRDF). The article also highlights the disregard for incident light direction, dependence on position, and subsurface scattering. Additionally, it discusses techniques such as light fields, surface light fields, and 4D BRDF analysis. Isotropic assumptions and low-parameter BRDF models are taken into account, along with measurements in the plane of incidence and Lambertian assumptions. The article also includes insights on 0D, 2D, and 3D texture maps and their association with the taxonomy of single-wavelength scattering functions. The CURET texture database and video data from Jensen et.al. are referred to for analysis.
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Ignore subsurface scattering (x,y) in = (x,y) out Ignore dependence on position Bidirectional Texture Function (BTF) Spatially-varying BRDF (SVBRDF) = 6D Bidirectional Subsurface Scattering Distribution Function (BSSRDF) = 6D Ignore direction of incident light Ignore dependence on position Ignore subsurface scattering Light Fields, Surface LFs = 4D BRDF = 4D Assume isotropy Low-parameter BRDF model Measure plane of incidence Assume Lambertian 0D 2D 3D Texture Maps = 2D Taxonomy 2 Single-wavelength Scattering function = 8D
3D Texture (CURET database) Dana et al 97