Extracting Microfacet‐based BRDF Parameters from Arbitrary Materials with Power Iterations

We introduce a novel fitting procedure that takes as input an arbitrary material, possibly anisotropic, and automatically converts it to a microfacet BRDF. Our algorithm is based on the property that the distribution of microfacets may be retrieved by solving an eigenvector problem that is built solely from backscattering samples. We show that the eigenvector associated to the largest eigenvalue is always the only solution to this problem, and compute it using the power iteration method. This approach is straightforward to implement, much faster to compute, and considerably more robust than solutions based on nonlinear optimizations. In addition, we provide simple conversion procedures of our fits into both Beckmann and GGX roughness parameters, and discuss the advantages of microfacet slope space to make our fits editable. We apply our method to measured materials from two large databases that include anisotropic materials, and demonstrate the benefits of spatially varying roughness on texture mapped geometric models.

[1]  Brent Burley Physically-Based Shading at Disney , 2012 .

[2]  Pierre Poulin,et al.  Linear efficient antialiased displacement and reflectance mapping , 2013, ACM Trans. Graph..

[3]  Eric Heitz,et al.  Importance Sampling Microfacet‐Based BSDFs using the Distribution of Visible Normals , 2014, Comput. Graph. Forum.

[4]  Jirí Filip,et al.  Template‐Based Sampling of Anisotropic BRDFs , 2014, Comput. Graph. Forum.

[5]  Christopher Kulla,et al.  Physically based shading in theory and practice , 2014, SIGGRAPH '14.

[6]  Nicolas Holzschuch,et al.  Accurate fitting of measured reflectances using a Shifted Gamma micro‐facet distribution , 2012, Comput. Graph. Forum.

[7]  T. Trowbridge,et al.  Average irregularity representation of a rough surface for ray reflection , 1975 .

[8]  F. E. Nicodemus,et al.  Geometrical considerations and nomenclature for reflectance , 1977 .

[9]  Brian E. Smits,et al.  Practical physically-based shading in film and game production , 2012, SIGGRAPH '12.

[10]  John M. Snyder,et al.  Modeling anisotropic surface reflectance with example-based microfacet synthesis , 2008, SIGGRAPH 2008.

[11]  Anders Ynnerman,et al.  BRDF models for accurate and efficient rendering of glossy surfaces , 2012, TOGS.

[12]  K. Torrance,et al.  Theory for off-specular reflection from roughened surfaces , 1967 .

[13]  Frédo Durand,et al.  Experimental analysis of BRDF models , 2005, EGSR '05.

[14]  E. Heitz Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs , 2014 .

[15]  M. Ashikhmin,et al.  Distribution-based BRDFs , 2007 .

[16]  Lena Vogler,et al.  Handbook Of Integral Equations , 2016 .

[17]  Szymon Rusinkiewicz,et al.  A New Change of Variables for Efficient BRDF Representation , 1998, Rendering Techniques.

[18]  B. Smith,et al.  Geometrical shadowing of a random rough surface , 1967 .

[19]  F. E. Nicodemus Reflectance nomenclature and directional reflectance and emissivity. , 1970, Applied optics.

[20]  O. Perron Zur Theorie der Matrices , 1907 .

[21]  Wojciech Matusik,et al.  A data-driven reflectance model , 2003, ACM Trans. Graph..

[22]  Steve Marschner,et al.  Microfacet Models for Refraction through Rough Surfaces , 2007, Rendering Techniques.