A generalized surface appearance representation for computer graphics

For image synthesis in computer graphics, two major approaches for representing a surface's appearance are texture mapping, which provides spatial detail, such as wallpaper, or wood grain; and the 4D bi-directional reflectance distribution function (BRDF) which provides angular detail, telling how light reflects off surfaces. I combine these two modes of variation to form the 6D spatial bi-directional reflectance distribution function (SBRDF). My compact SBRDF representation simply stores BRDF coefficients at each pixel of a map. I propose SBRDFs as a surface appearance representation for computer graphics and present a complete system for their use. I acquire SBRDFs of real surfaces using a device that simultaneously measures the BRDF of every point on a material. The system has the novel ability to measure anisotropy (direction of threads, scratches, or grain) uniquely at each surface point. I fit BRDF parameters using an efficient nonlinear optimization approach specific to BRDFs. SBRDFs can be rendered using graphics hardware. My approach yields significantly more detailed, general surface appearance than existing techniques for a competitive rendering cost. I also propose an SBRDF rendering method for global illumination using prefiltered environment maps. This improves on existing prefiltered environment map techniques by decoupling the BRDF from the environment maps, so a single set of maps may be used to illuminate the unique BRDFs at each surface point. I demonstrate my results using measured surfaces including gilded wallpaper, plant leaves, upholstery fabrics, wrinkled gift-wrapping paper and glossy book covers.

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