526 results on '"Subsurface scattering"'
Search Results
2. State of the Art in Efficient Translucent Material Rendering with BSSRDF.
- Author
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Liang, Shiyu, Gao, Yang, Hu, Chonghao, Zhou, Peng, Hao, Aimin, Wang, Lili, and Qin, Hong
- Subjects
- *
REFLECTANCE - Abstract
Sub‐surface scattering is always an important feature in translucent material rendering. When light travels through optically thick media, its transport within the medium can be approximated using diffusion theory, and is appropriately described by the bidirectional scattering‐surface reflectance distribution function (BSSRDF). BSSRDF methods rely on assumptions about object geometry and light distribution in the medium, which limits their applicability to general participating media problems. However, despite the high computational cost of path tracing, BSSRDF methods are often favoured due to their suitability for real‐time applications. We review these methods and discuss the most recent breakthroughs in this field. We begin by summarizing various BSSRDF models and then implement most of them in a 2D searchlight problem to demonstrate their differences. We focus on acceleration methods using BSSRDF, which we categorize into two primary groups: pre‐computation and texture methods. Then we go through some related topics, including applications and advanced areas where BSSRDF is used, as well as problems that are sometimes important yet are ignored in sub‐surface scattering estimation. In the end of this survey, we point out remaining constraints and challenges, which may motivate future work to facilitate sub‐surface scattering. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
3. Age‐related changes in surface reflection, diffuse reflection, and subsurface scattering light of facial skin: Luminance value measured by the system for the optical properties of facial skin.
- Author
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Kikuchi, Kumiko, Katsuyama, Masako, Shibata, Takako, and Hardeberg, Jon Yngve
- Subjects
- *
OPTICAL properties , *LIGHT scattering , *OPTICAL polarizers , *JAPANESE women , *LIGHT sources , *LUMINANCE (Photometry) , *HUMAN facial recognition software - Abstract
We have developed a system that separates and measures the optical properties of skin that determine its visual quality, that is, the surface reflection, diffuse reflection, and subsurface scattering components of the skin. This system includes two polarization filters that separate light from the skin into a surface reflection component image and a diffuse reflection component image. Furthermore, by using a projector as a light source and irradiating the skin using a high‐frequency binary illumination pattern, the subsurface scattering component image alone can be separated and generated. Application of an algorithm that calculates the luminance value Y for each component image not only makes it possible to analyze each light signal from the skin quantitatively, but also enables understanding of how each light signal is related to the skin's overall appearance. Using the proposed system, we performed a survey of 154 Japanese women aged from their 20s to their 70s and analyzed age‐related changes in the optical properties of their skin. The results revealed the following. First, the luminance value Y of the surface reflection from the cheek and its standard deviation within the analysis area increase with age. Second, the Y value of diffuse reflection from the skin decreases with age. Third, the amount of light in the subsurface scattering components also decreases with age. The proposed system is expected to be suitable for a wide range of applications, including color science, and various studies of the appearance of human skin. [ABSTRACT FROM AUTHOR]
- Published
- 2023
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- View/download PDF
4. Structured light 3D shape measurement for translucent media base on deep Bayesian inference.
- Author
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Tan, Ji, Niu, Haipeng, Su, Wenqing, and He, Zhaoshui
- Subjects
- *
BAYESIAN field theory , *SHAPE measurement , *BAYESIAN analysis , *SIGNAL-to-noise ratio , *STATISTICAL sampling - Abstract
• Proposed a 3D measurement method for translucent media base on deep Bayesian inference results in both fringe enhancement and phase reliability evaluation without the ground truth. • Incorporated numerical and physical constraints into network training for mitigating phase-shifted errors and improving the phase quality of translucent media measurement. • Established a Bayesian inference mechanism for optimizing the fringe output and providing the uncertainty self-evaluation based on Monte Carlo (MC) sampling statistics. Traditional structured light technique faces challenges in measuring translucent media due to low fringe modulation and strong random noise caused by subsurface scattering, thereby significantly reducing phase quality. In addition, the difficulty in obtaining ground truth makes it hard to assess reliability even though obtaining measured results. Here, we proposed a 3D measurement method for translucent media base on deep Bayesian inference to achieve both fringe enhancement and phase uncertainty evaluation. Specifically, a deep network incorporated with quatuor-branch residual block is developed to significantly enhance the fringe modulation and signal-to-noise ratio (SNR) for accurate phase recovery. Subsequently, a Bayesian inference mechanism is established for probabilistic statistics, which allows for the optimization of fringe output and provides uncertainty self-evaluation based on Monte Carlo (MC) sampling. Furthermore, by incorporating both numerical and physical constraints into the supervised learning, the network can effectively mitigate phase-shifted errors in the final results. The proposed method shows high efficiency and flexibility since it requires no additional patterns or hardware setup. Experiments validate the feasibility of the proposed method. [ABSTRACT FROM AUTHOR]
- Published
- 2025
- Full Text
- View/download PDF
5. Perceiving the shape and material properties of 3D surfaces.
- Author
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Anderson, Barton L. and Marlow, Phillip J.
- Subjects
- *
SURFACE properties , *SURFACES (Technology) , *PROBLEM solving - Abstract
Our visual experience of the world relies on the interaction of light with the different substances, surfaces, and objects in our environment. These optical interactions generate images that contain a conflated mixture of different scene variables, which our visual system must somehow disentangle to extract information about the shape and material properties of the world. Such problems have historically been considered to be ill-posed, but recent work suggests that there are complex patterns of covariation in light that co-specify the 3D shape and material properties of surfaces. This work provides new insights into how the visual system acquired the ability to solve problems that have historically been considered intractable. There has been recent progress on understanding how our visual systems appear to extract the shape and material properties of surfaces, which was formally intractable. Recent work has provided evidence that the visual system solves these problems by exploiting complex patterns of covariation that arise between different environmental sources. This work suggests that attempts to study individual sources of image structure in isolation make the problem computationally harder, which overestimates the ambiguity of natural images. This work focuses on understanding how the visual system generates our experience of the world based on information available, which includes both 'veridical' percepts and perceptual errors. [ABSTRACT FROM AUTHOR]
- Published
- 2023
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6. Adaptive Irradiance Sampling for Many-Light Rendering of Subsurface Scattering.
- Author
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Nabata, Kosuke and Iwasaki, Kei
- Subjects
MONTE Carlo method ,SPATIAL distribution (Quantum optics) ,SAMPLING methods - Abstract
Rendering a translucent material involves integrating the product of the transmittance-weighted irradiance and the BSSRDF over the surface of it. In previous methods, this spatial integral was computed by creating a dense distribution of discrete points over the surface or by importance-sampling based on the BSSRDF. Both of these approaches necessitate specifying the number of samples, which affects both the quality and the computation time for rendering. An insufficient number of samples leads to noise and artifacts in the rendered image and an excessive number results in a prohibitively long rendering time. In this article, we propose an error estimation method for translucent materials in a many-light rendering framework. Our adaptive sampling can automatically determine the number of samples so that the estimated relative error of each pixel intensity is less than a user-specified threshold. We also propose an efficient method to generate the sampling points that make large contributions to the pixel intensity taking into account the BSSRDF. This enables us to use a simple uniform sampling, instead of costly importance sampling based on the BSSRDF. The experimental results show that our method can accurately estimate the error. In addition, in comparison with the previous methods, our sampling method achieves better estimation accuracy in equal-time. [ABSTRACT FROM AUTHOR]
- Published
- 2022
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- View/download PDF
7. Physically Based Rendering of Functionally Defined Objects.
- Author
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Vyatkin, S. I. and Dolgovesov, B. S.
- Abstract
Functionally defined objects for realistic scenes are offered. We describe physically based visualization of three-dimensional objects based on perturbation functions; i.e., the rendering of materials occurs with regard to the laws of physics. Physically based reflection models are needed to obtain photorealistic images. The surface roughness, microrelief, and gloss suggest how smooth or rough the surface of the material is. The diffraction effects are shown taking into account the roughness of the surface. Subsurface light transport is considered and modeled using bidirectional surface scattering. [ABSTRACT FROM AUTHOR]
- Published
- 2022
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8. Surface Material Perception Through Multimodal Learning.
- Author
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Mao, Shi, Ji, Mengqi, Wang, Bin, Dai, Qionghai, and Fang, Lu
- Abstract
Accurately perceiving object surface material is critical for scene understanding and robotic manipulation. However, it is ill-posed because the imaging process entangles material, lighting, and geometry in a complex way. Appearance-based methods cannot disentangle lighting and geometry variance and have difficulties in textureless regions. We propose a novel multimodal fusion method for surface material perception using the depth camera shooting structured laser dots. The captured active infrared image was decomposed into diffusive and dot modalities and their connection with different material optical properties (i.e. reflection and scattering) were revealed separately. The geometry modality, which helps to disentangle material properties from geometry variations, is derived from the rendering equation and calculated based on the depth image obtained from the structured light camera. Further, together with the texture feature learned from the gray modality, a multimodal learning method is proposed for material perception. Experiments on synthesized and captured datasets validate the orthogonality of learned features. The final fusion method achieves 92.5% material accuracy, superior to state-of-the-art appearance-based methods (78.4%). [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
9. High-order similarity relations in radiative transfer
- Author
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Zhao, Shuang, Ramamoorthi, Ravi, and Bala, Kavita
- Subjects
radiative transfer ,subsurface scattering ,Artificial Intelligence and Image Processing ,Information Systems ,Software Engineering - Abstract
Radiative transfer equations (RTEs) with different scattering parameters can lead to identical solution radiance fields. Similarity theory studies this effect by introducing a hierarchy of equivalence relations called "similarity relations". Unfortunately, given a set of scattering parameters, it remains unclear how to find altered ones satisfying these relations, significantly limiting the theory's practical value. This paper presents a complete exposition of similarity theory, which provides fundamental insights into the structure of the RTE's parameter space. To utilize the theory in its general high-order form, we introduce a new approach to solve for the altered parameters including the absorption and scattering coefficients as well as a fully tabulated phase function. We demonstrate the practical utility of our work using two applications: forward and inverse rendering of translucent media. Forward rendering is our main application, and we develop an algorithm exploiting similarity relations to offer "free" speedups for Monte Carlo rendering of optically dense and forward-scattering materials. For inverse rendering, we propose a proof-of-concept approach which warps the parameter space and greatly improves the efficiency of gradient descent algorithms. We believe similarity theory is important for simulating and acquiring volume-based appearance, and our approach has the potential to benefit a wide range of future applications in this area. Copyright © ACM.
- Published
- 2014
10. Variable Ring Light Imaging: Capturing Transient Subsurface Scattering with an Ordinary Camera
- Author
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Nishino, Ko, Subpa-asa, Art, Asano, Yuta, Shimano, Mihoko, Sato, Imari, Hutchison, David, Series Editor, Kanade, Takeo, Series Editor, Kittler, Josef, Series Editor, Kleinberg, Jon M., Series Editor, Mattern, Friedemann, Series Editor, Mitchell, John C., Series Editor, Naor, Moni, Series Editor, Pandu Rangan, C., Series Editor, Steffen, Bernhard, Series Editor, Terzopoulos, Demetri, Series Editor, Tygar, Doug, Series Editor, Weikum, Gerhard, Series Editor, Ferrari, Vittorio, editor, Hebert, Martial, editor, Sminchisescu, Cristian, editor, and Weiss, Yair, editor
- Published
- 2018
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11. A new rendering algorithm based on multi-space for living soft tissue.
- Author
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Guo, Guanhui, Zou, Yanni, and Liu, Peter X.
- Subjects
- *
ALGORITHMS , *TEXTURE mapping , *TISSUES , *MUCUS , *GROUND penetrating radar - Abstract
• A new subsurface scattering method based on screen space and texture space is proposed. • A mucus texture is mapped to the soft tissues and an improved two-layer surface reflection model is proposed to render the mucus. [Display omitted] High fidelity display has a big impact on the user's sense of immersion in virtual surgery. To achieve a high degree of visual realism, we propose a new subsurface scattering method, which is based on screen-space and texture-space and an improved two-layer surface reflection model, for living soft tissue rendering. The method can be described as a two-step strategy. First, the subsurface scattering in the screen space is computed. The biggest difference from traditional methods is that the back light information stored in the irradiance map of the texture space and the diffusion profile in the dipole model are used to calculate the subsurface scattering distribution formed by the light from the back of the object, which can render more rich details. Second, considering that the living soft tissues are usually covered with a thin layer of mucus, a mucus texture is mapped to the soft tissues as the second layer texture and an improved two-layer surface reflection model is proposed to render the mucus. Moreover, to show the viscosity and smoothness of the mucus, the calculation of highlight component is used in our model, which further enhances the reality of living soft tissue. Experimental results show that our method outperforms the two traditional methods of subsurface scattering based on texture space and screen space, and the rendering time of the proposed two-layer surface reflection model is 2/3 of that of the traditional model. We conducted a survey on the fidelity of soft tissues rendered using different algorithms, and the professional surgeons (60%-85%) thought that the rendered soft tissue with our method is more consistent with the characteristics of the in vivo soft tissues under a real surgical scene. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
12. 肝脏虚拟外科手术切口的渲染.
- Author
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吴德道, 赵永虹, 张思维, and 刘小平
- Abstract
Computer simulation of virtual surgery is characterized by the visual presentation of the incision on the surface of the surgical organ, which usually has the minimum visual range . Therefore, high realistic presentation of the incision model is required. In this paper, the feasibility of rendering a simulation and visual incision model is studied by generating new geometric figures and texture maps in real time. The cut wound texture for surface visualization is generated at runtime to improve real-time performance and an extended subsurface scattering method is proposed to allow local discoloration to occur naturally in the area around the incision. This method completes the generating of incision model to high realistic presentation of the incision in less than 150 milli seconds, which can increase the realistic rendering of virtual incision in real-time application. [ABSTRACT FROM AUTHOR]
- Published
- 2021
13. The cospecification of the shape and material properties of light permeable materials.
- Author
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Marlow, Phillip J. and Anderson, Barton L.
- Subjects
- *
MECHANICAL properties of condensed matter , *SURFACE properties , *SURFACES (Technology) , *FORM perception , *PROBLEM solving - Abstract
The problem of extracting the three-dimensional (3D) shape and material properties of surfaces from images is considered to be inherently ill posed. It is thought that a priori knowledge about either 3D shape is needed to infer material properties, or knowledge about material properties are needed to derive 3D shape. Here, we show that there is information in images that cospecify both the material composition and 3D shape of light permeable (translucent) materials. Specifically, we show that the intensity gradients generated by subsurface scattering, the shape of self-occluding contours, and the distribution of specular reflections covary in systematic ways that are diagnostic of both the surface's 3D shape and its material properties. These sources of image covariation emerge from being causally linked to a common environmental source: 3D surface curvature. We show that these sources of covariation take the form of "photogeometric constraints," which link variations in intensity (photometric constraints) to the sign and direction of 3D surface curvature (geometric constraints). We experimentally demonstrate that this covariation generates emergent cues that the visual system exploits to derive the 3D shape and material properties of translucent surfaces and demonstrate the potency of these cues by constructing counterfeit images that evoke vivid percepts of 3D shape and translucency. The concepts of covariation and cospecification articulated herein suggest a principled conceptual path forward for identifying emergent cues that can be used to solve problems in vision that have historically been assumed to be ill posed. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
14. A highlight effects generation model for translucent materials perception based on directional subsurface scattering.
- Author
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Yu, Hui, Hu, Lingyan, Satapathy, Suresh Chandra, Agrawal, Rashmi, and García Díaz, Vicente
- Subjects
- *
LIGHT scattering , *SURFACE scattering , *ROUGH surfaces , *REFLECTANCE - Abstract
Usually the highlights can be calculated with the specular term of the bidirectional reflectance distribution functions developed for glossy or matte materials. However, as for the translucent materials, complex appearance could be caused by the scattering of light inside the medium. An efficient highlight generation model is presented to simulate the highlight effects on smooth or rough surfaces or around the boundaries of objects made from translucent materials. The presented model is derived from the directional dipole model approximation of the diffusive part of the bidirectional scattering surface reflectance distribution function. Unlike the previous specular reflection models, the presented model builds a relationship between the highlights and the scattered lights inside the medium by considering the refracted ray of the incident point and the ray toward the emergent point, which could represent the variation in fluence due to the internal scattering at the surface. By integrating a rendering process with the directional dipole model, the resulting highlight effects term could be represented in a similar way by the specular term of a bidirectional reflectance distribution function model. The number and the strength of the generated highlight pixels were compared among typical highlight generation models. It is demonstrated that the presented model could generate highlight effects at the appropriate positions and enhance the perceptual translucency of specific edge areas greatly. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
15. 基于次表面散射的肝脏高真实感实时 渲染的研究与实现.
- Author
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吴德道 and 刘小平
- Abstract
In order to solve the problem of high realistic rendering of human liver, a method based on the combination of surface reflection and subsurface scattering is presented. Firstly, the surface reflection lighting model uses ambient lighting, diffuse lighting, highlight lighting, normal maps and shadow maps to simulate the visual effect of surface lighting. The propagation and transmission of light in liver tissue are simulated by combining subsurface scattering and transmission. Also, two one-dimensional convolutions are used to present subsurface scattering and to reduce execution time and memory consumption, giving rise to a realistic rendering based on subsurface scattering model. Experimental results show that the proposed method can achieve high realistic rendering of liver and achieve a real time rendering frame rate of 90 frames per second. [ABSTRACT FROM AUTHOR]
- Published
- 2020
16. LinSSS: linear decomposition of heterogeneous subsurface scattering for real-time screen-space rendering.
- Author
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Yatagawa, Tatsuya, Yamaguchi, Yasushi, and Morishima, Shigeo
- Subjects
- *
GAUSSIAN function , *SPATIAL variation , *REFLECTANCE , *MATHEMATICAL convolutions - Abstract
Screen-space subsurface scattering is currently the most common approach to represent translucent materials in real-time rendering. However, most of the current approaches approximate the diffuse reflectance profile of translucent materials as a symmetric function, whereas the profile has an asymmetric shape in nature. To address this problem, we propose LinSSS, a numerical representation of heterogeneous subsurface scattering for real-time screen-space rendering. Although our representation is built upon a previous method, it makes two contributions. First, LinSSS formulates the diffuse reflectance profile as a linear combination of radially symmetric Gaussian functions. Nevertheless, it can also represent the spatial variation and the radial asymmetry of the profile. Second, since LinSSS is formulated using only the Gaussian functions, the convolution of the diffuse reflectance profile can be efficiently calculated in screen space. To further improve the efficiency, we deform the rendering equation obtained using LinSSS by factoring common convolution terms and approximate the convolution processes using a MIP map. Consequently, our method works as fast as the state-of-the-art method, while our method successfully represents the heterogeneity of scattering. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
17. AvatarMe++: Facial Shape and BRDF Inference With Photorealistic Rendering-Aware GANs
- Author
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Alexandros Lattas, Stylianos Moschoglou, Stefanos Zafeiriou, Stylianos Ploumpis, Baris Gecer, and Abhijeet Ghosh
- Subjects
FOS: Computer and information sciences ,Computer science ,Computer Vision and Pattern Recognition (cs.CV) ,Computer Science - Computer Vision and Pattern Recognition ,Inference ,Rendering (computer graphics) ,Computer Science - Graphics ,I.4.1 ,I.3.7 ,I.2.10 ,Artificial Intelligence ,Margin (machine learning) ,Computer vision ,Specular reflection ,business.industry ,Applied Mathematics ,Uncanny valley ,Subsurface scattering ,Graphics (cs.GR) ,Computational Theory and Mathematics ,Face (geometry) ,Computer Vision and Pattern Recognition ,Artificial intelligence ,Bidirectional reflectance distribution function ,business ,Software - Abstract
Over the last years, many face analysis tasks have accomplished astounding performance, with applications including face generation and 3D face reconstruction from a single "in-the-wild" image. Nevertheless, to the best of our knowledge, there is no method which can produce render-ready high-resolution 3D faces from "in-the-wild" images and this can be attributed to the: (a) scarcity of available data for training, and (b) lack of robust methodologies that can successfully be applied on very high-resolution data. In this work, we introduce the first method that is able to reconstruct photorealistic render-ready 3D facial geometry and BRDF from a single "in-the-wild" image. We capture a large dataset of facial shape and reflectance, which we have made public. We define a fast facial photorealistic differentiable rendering methodology with accurate facial skin diffuse and specular reflection, self-occlusion and subsurface scattering approximation. With this, we train a network that disentangles the facial diffuse and specular BRDF components from a shape and texture with baked illumination, reconstructed with a state-of-the-art 3DMM fitting method. Our method outperforms the existing arts by a significant margin and reconstructs high-resolution 3D faces from a single low-resolution image, that can be rendered in various applications, and bridge the uncanny valley., Project and Dataset page: ( https://github.com/lattas/AvatarMe ). 20 pages, including supplemental materials. Accepted for publishing at IEEE Transactions on Pattern Analysis and Machine Intelligence on 13 November 2021. Copyright 2021 IEEE. Personal use of this material is permitted
- Published
- 2022
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18. Adaptive Irradiance Sampling for Many-Light Rendering of Subsurface Scattering
- Author
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Kosuke Nabata and Kei Iwasaki
- Subjects
Adaptive sampling ,Computer science ,Subsurface scattering ,Sampling (statistics) ,020207 software engineering ,02 engineering and technology ,Computer Graphics and Computer-Aided Design ,Sample (graphics) ,Rendering (computer graphics) ,Approximation error ,Signal Processing ,0202 electrical engineering, electronic engineering, information engineering ,Computer Vision and Pattern Recognition ,Noise (video) ,Algorithm ,Software ,Importance sampling ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
Rendering a translucent material involves integrating the product of the transmittance-weighted irradiance and the BSSRDF over the surface of it. In previous methods, this spatial integral was computed by creating a dense distribution of discrete points over the surface or by importance-sampling based on the BSSRDF. Both of these approaches necessitate specifying the number of samples, which affects both the quality and the computation time for rendering. An insufficient number of samples leads to noise and artifacts in the rendered image and an excessive number results in a prohibitively long rendering time. In this article, we propose an error estimation method for translucent materials in a many-light rendering framework. Our adaptive sampling can automatically determine the number of samples so that the estimated relative error of each pixel intensity is less than a user-specified threshold. We also propose an efficient method to generate the sampling points that make large contributions to the pixel intensity taking into account the BSSRDF. This enables us to use a simple uniform sampling, instead of costly importance sampling based on the BSSRDF. The experimental results show that our method can accurately estimate the error. In addition, in comparison with the previous methods, our sampling method achieves better estimation accuracy in equal-time.
- Published
- 2022
- Full Text
- View/download PDF
19. Acquiring Curvature-Dependent Reflectance Function from Translucent Material
- Author
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Okamoto, Midori, Kubo, Hiroyuki, Mukaigawa, Yasuhiro, Ozawa, Tadahiro, Okamoto, Midori, Kubo, Hiroyuki, Mukaigawa, Yasuhiro, and Ozawa, Tadahiro
- Abstract
Acquiring scattering parameters from real objects is still a challenging work. To obtain the scattering parameters, physics-based analysis is ineffective because huge computational cost is required to simulate subsurface scattering effect accurately. Thus, we focus on Curvature-Dependent Reflectance Function (CDRF), the plausible approximation of the subsurface scattering effect. In this paper, we propose a novel technique to obtain scattering parameters from real objects by revealing the relation between curvature and translucency., 2016 Nicograph International (NicoInt)6-8 July 2016Hanzhou, China
- Published
- 2023
20. Surface Normal Deconvolution: Photometric Stereo for Optically Thick Translucent Objects
- Author
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Inoshita, Chika, Mukaigawa, Yasuhiro, Matsushita, Yasuyuki, Yagi, Yasushi, Inoshita, Chika, Mukaigawa, Yasuhiro, Matsushita, Yasuyuki, and Yagi, Yasushi
- Abstract
This paper presents a photometric stereo method that works for optically thick translucent objects exhibiting subsurface scattering. Our method is built upon the previous studies showing that subsurface scattering is approximated as convolution with a blurring kernel. We extend this observation and show that the original surface normal convolved with the scattering kernel corresponds to the blurred surface normal that can be obtained by a conventional photometric stereo technique. Based on this observation, we cast the photometric stereo problem for optically thick translucent objects as a deconvolution problem, and develop a method to recover accurate surface normals. Experimental results of both synthetic and real-world scenes show the effectiveness of the proposed method., Computer Vision – ECCV 201413th European Conference, Zurich, Switzerland, September 6-12, 2014
- Published
- 2023
21. Explaining Anomalies in SAR and Scatterometer Soil Moisture Retrievals From Dry Soils With Subsurface Scattering.
- Author
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Morrison, Keith and Wagner, Wolfgang
- Abstract
This article presents the results of a laboratory investigation to explain anomalously high soil moisture estimates observed in retrievals from SAR and scatterometer backscatter, affecting extensive areas of the world associated with arid climates. High-resolution C-band tomographic profiling was applied in experiments to understand the mechanisms underlying these anomalous retrievals. The imagery captured unique high-resolution profiles of the variations in the vertical backscattering patterns through a sandy soil with moisture change. The relative strengths of the surface and subsurface returns were dependent upon both soil moisture and soil structure, incidence-angle, and polarization. Copolarized returns could be dominated by both surface and subsurface returns at times, whereas crosspolarized returns were strongly associated with subsurface features. The work confirms suspicions that anomalous moisture estimates can arise from the presence of subsurface features. Diversity in polarization and incidence angle may provide sufficient diagnostics to flag and correct these erroneous estimates, allowing their incorporation into global soil moisture products. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
22. Data compression for measured heterogeneous subsurface scattering via scattering profile blending.
- Author
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Yatagawa, Tatsuya, Todo, Hideki, Yamaguchi, Yasushi, and Morishima, Shigeo
- Subjects
- *
DATA compression , *VIDEO game consoles , *FOREST measurement , *INHOMOGENEOUS materials , *SURFACE scattering , *CELL phones - Abstract
Subsurface scattering involves the complicated behavior of light beneath the surfaces of translucent objects that includes scattering and absorption inside the object's volume. Physically accurate numerical representation of subsurface scattering requires a large number of parameters because of the complex nature of this phenomenon. The large amount of data restricts the use of the data on memory-limited devices such as video game consoles and mobile phones. To address this problem, this paper proposes an efficient data compression method for heterogeneous subsurface scattering. The key insight of this study is that heterogeneous materials often comprise a limited number of base materials, and the size of the subsurface scattering data can be significantly reduced by parameterizing only a few base materials. In the proposed compression method, we represent the scattering property of a base material using a function referred to as the base scattering profile. A small subset of the base materials is assigned to each surface position, and the local scattering property near the position is described using a linear combination of the base scattering profiles in the log scale. The proposed method reduces the data by a factor of approximately 30 compared to a state-of-the-art method, without significant loss of visual quality in the rendered graphics. In addition, the compressed data can also be used as bidirectional scattering surface reflectance distribution functions (BSSRDF) without incurring much computational overhead. These practical aspects of the proposed method also facilitate the use of higher-resolution BSSRDFs in devices with large memory capacity. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
23. Material Classification from Time-of-Flight Distortions.
- Author
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Tanaka, Kenichiro, Mukaigawa, Yasuhiro, Funatomi, Takuya, Kubo, Hiroyuki, Matsushita, Yasuyuki, and Yagi, Yasushi
- Subjects
- *
IMPULSE response , *BATHYMETRY , *OPTICAL distortion , *CLASSIFICATION , *OTOACOUSTIC emissions , *TIME-domain analysis - Abstract
This paper presents a material classification method using an off-the-shelf Time-of-Flight (ToF) camera. The proposed method is built upon a key observation that the depth measurement by a ToF camera is distorted for objects with certain materials, especially with translucent materials. We show that this distortion is due to the variation of time domain impulse responses across materials and also due to the measurement mechanism of the ToF cameras. Specifically, we reveal that the amount of distortion varies according to the modulation frequency of the ToF camera, the object material, and the distance between the camera and object. Our method uses the depth distortion of ToF measurements as a feature for classification and achieves material classification of a scene. Effectiveness of the proposed method is demonstrated by numerical evaluations and real-world experiments, showing its capability of material classification, even for visually indistinguishable objects. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
- View/download PDF
24. Surface Normal Deconvolution: Photometric Stereo for Optically Thick Translucent Objects
- Author
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Inoshita, Chika, Mukaigawa, Yasuhiro, Matsushita, Yasuyuki, Yagi, Yasushi, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Kobsa, Alfred, Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Nierstrasz, Oscar, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, Fleet, David, editor, Pajdla, Tomas, editor, Schiele, Bernt, editor, and Tuytelaars, Tinne, editor
- Published
- 2014
- Full Text
- View/download PDF
25. Reflectance Modelling
- Author
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Robles-Kelly, Antonio, Huynh, Cong Phuoc, Robles-Kelly, Antonio, and Huynh, Cong Phuoc
- Published
- 2013
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- View/download PDF
26. Conclusion
- Author
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Dong, Yue, Lin, Stephen, Guo, Baining, Dong, Yue, Lin, Stephen, and Guo, Baining
- Published
- 2013
- Full Text
- View/download PDF
27. Depolarization of surface scattering in polarized laser scattering detection for machined silicon wafers
- Author
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Han Haitjema, Jingfei Yin, Qian Bai, and Bi Zhang
- Subjects
Materials science ,Scattering ,business.industry ,General Engineering ,Subsurface scattering ,Laser ,law.invention ,Monocrystalline silicon ,Optics ,law ,Surface roughness ,Wafer ,Scattering theory ,business ,Surface integrity - Abstract
Monocrystalline silicon is currently one of the most used materials in the semiconductor industry. However, being hard and brittle, a silicon wafer commonly suffers from machining-induced subsurface damage (SSD). Detecting SSD is important for optimizing the machining process in order to improve the surface integrity of a machined wafer. Among the various detection methods, the polarized laser scattering (PLS) method has a huge potential in highly efficient detection. However, the surface scattering mechanism is not fully understood so far, which impedes the optimization of the PLS detection processes. This study resolves surface scattering based on the electromagnetic scattering theory. It is found that the depolarization caused by surface scattering increases with the surface roughness and the incident angle. With the consideration of the subsurface scattering characteristics and the distribution of the SSD, this study provides a solution for the PLS detection that comprises of the use of a horizontally polarized laser with vertical incidence to minimize the influence of surface scattering. This study provides a theoretical analysis of both surface and subsurface scattering to facilitate an optimized PLS detection.
- Published
- 2022
- Full Text
- View/download PDF
28. Shape from Fluorescence
- Author
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Treibitz, Tali, Murez, Zak, Mitchell, B. Greg, Kriegman, David, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Doug, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Fitzgibbon, Andrew, editor, Lazebnik, Svetlana, editor, Perona, Pietro, editor, Sato, Yoichi, editor, and Schmid, Cordelia, editor
- Published
- 2012
- Full Text
- View/download PDF
29. Real-Time Algorithms Optimization Based on a Gaze-Point Position
- Author
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Tomaszewska, Anna, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Doug, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Bebis, George, editor, Boyle, Richard, editor, Parvin, Bahram, editor, Koracin, Darko, editor, Fowlkes, Charless, editor, Wang, Sen, editor, Choi, Min-Hyung, editor, Mantler, Stephan, editor, Schulze, Jürgen, editor, Acevedo, Daniel, editor, Mueller, Klaus, editor, and Papka, Michael, editor
- Published
- 2012
- Full Text
- View/download PDF
30. Real-Time Spherical Harmonics Based Subsurface Scattering
- Author
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Tomaszewska, Anna, Stefanowski, Krzysztof, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Doug, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Campilho, Aurélio, editor, and Kamel, Mohamed, editor
- Published
- 2012
- Full Text
- View/download PDF
31. Exploring Sentinel-1 backscatter time series over the Atacama Desert (Chile) for seasonal dynamics of surface soil moisture
- Author
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Ullmann, Tobias, Jagdhuber, Thomas, Hoffmeister, Dirk, May, Simon Matthias, Baumhauer, Roland, and Bubenzer, Olaf
- Subjects
subsurface scattering ,seasonal signal ,Soil Science ,Sentinel-1 ,Geology ,Atacama ,ddc:530 ,Soil moisture ,Computers in Earth Sciences - Published
- 2023
32. Modelling and the Educational Challenge in Industrial Mathematics
- Author
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Heilio, Matti, Kaiser, Gabriele, editor, Blum, Werner, editor, Borromeo Ferri, Rita, editor, and Stillman, Gloria, editor
- Published
- 2011
- Full Text
- View/download PDF
33. Synchronous Detection for Robust 3-D Shape Measurement against Interreflection and Subsurface Scattering
- Author
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Furuse, Tatsuhiko, Hiura, Shinsaku, Sato, Kosuke, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Nierstrasz, Oscar, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Sudan, Madhu, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Vardi, Moshe Y., Series editor, Weikum, Gerhard, Series editor, Maino, Giuseppe, editor, and Foresti, Gian Luca, editor
- Published
- 2011
- Full Text
- View/download PDF
34. Real-time and Interactive Rendering for Translucent Materials such as Human Skin
- Author
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Kubo, Hiroyuki, Dobashi, Yoshinori, Morishima, Shigeo, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Nierstrasz, Oscar, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Sudan, Madhu, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Vardi, Moshe Y., Series editor, Weikum, Gerhard, Series editor, Salvendy, Gavriel, editor, and Smith, Michael J., editor
- Published
- 2011
- Full Text
- View/download PDF
35. Belief Propagation for Improved Color Assessment in Structured Light
- Author
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Schmalz, Christoph, Angelopoulou, Elli, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Doug, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Goesele, Michael, editor, Roth, Stefan, editor, Kuijper, Arjan, editor, Schiele, Bernt, editor, and Schindler, Konrad, editor
- Published
- 2010
- Full Text
- View/download PDF
36. Modeling biases in laser-altimetry measurements caused by scattering of green light in snow.
- Author
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Smith, Benjamin E., Gardner, Alex, Schneider, Adam, and Flanner, Mark
- Subjects
- *
ALTIMETRY , *ICE sheets , *INFRARED lasers , *ARTIFICIAL satellites , *REMOTE sensing , *SPECTRAL reflectance , *PHOTONS - Abstract
Laser altimetry offers the potential to monitor ice-sheet elevation changes with millimeter accuracy. While previous missions have used infrared lasers to make these measurements, NASA's upcoming ICESat (Ice, Cloud, and land Elevation Satellite)-2 mission will use a green laser. Because ice absorbs green light very weakly, in the absence of light-absorbing impurities, green photons can scatter off many snow grains before returning to the surface, delaying the return pulse and leading to an apparent downward shift in the snow surface. In this paper, we explore the effects of snow-grain size and impurity content on these measurements, and investigate strategies that might help minimize the biases they introduce. We find that an uninformed choice of measurement parameters (a windowed mean including a large range of photons around the surface) can result in >0.45 m of apparent surface-height variation between large and small grain sizes. Other choices of measurement parameters, such as a windowed median, can reduce this uncertainty by a factor of two to three. In addition, measurements of surface reflectance at green and infrared wavelengths, and interpretation of return-pulse shapes may be used to estimate and correct for these biases. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
37. Numerical Simulation of Endoscopic Images in Photodynamic Diagnosis
- Author
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Zacher, Andrzej, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Nierstrasz, Oscar, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Sudan, Madhu, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Vardi, Moshe Y., Series editor, Weikum, Gerhard, Series editor, Bolc, Leonard, editor, Kulikowski, Juliusz L., editor, and Wojciechowski, Konrad, editor
- Published
- 2009
- Full Text
- View/download PDF
38. Rendering of Translucent Objects Based Upon PRT Techniques
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Jiawan, Zhang, Yang, Gao, Jizhou, Sun, Zhou, Jin, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Doug, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Gervasi, Osvaldo, editor, and Gavrilova, Marina L., editor
- Published
- 2007
- Full Text
- View/download PDF
39. A Light Scattering Model for Layered Rough Surfaces
- Author
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Ragheb, Hossein, Hancock, Edwin R., Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Dough, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Campilho, Aurélio, editor, and Kamel, Mohamed, editor
- Published
- 2006
- Full Text
- View/download PDF
40. Adding Subsurface Attenuation to the Beckmann-Kirchhoff Theory
- Author
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Ragheb, Hossein, Hancock, Edwin R., Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Dough, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Marques, Jorge S., editor, Pérez de la Blanca, Nicolás, editor, and Pina, Pedro, editor
- Published
- 2005
- Full Text
- View/download PDF
41. The Role of Subsurface Scattering in Glossiness Perception
- Author
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Holly Rushmeier, Weiqi Shi, Davit Gigilashvili, Jon Yngve Hardeberg, Zeyu Wang, and Marius Pedersen
- Subjects
General Computer Science ,Opacity ,Scattering ,Acoustics ,05 social sciences ,Subsurface scattering ,Experimental and Cognitive Psychology ,Visual appearance ,Gloss (optics) ,050105 experimental psychology ,Theoretical Computer Science ,Computer graphics ,03 medical and health sciences ,0302 clinical medicine ,Surface roughness ,0501 psychology and cognitive sciences ,Sensory cue ,030217 neurology & neurosurgery ,Geology - Abstract
This study investigates the potential impact of subsurface light transport on gloss perception for the purposes of broadening our understanding of visual appearance in computer graphics applications. Gloss is an important attribute for characterizing material appearance. We hypothesize that subsurface scattering of light impacts the glossiness perception. However, gloss has been traditionally studied as a surface-related quality and the findings in the state-of-the-art are usually based on fully opaque materials, although the visual cues of glossiness can be impacted by light transmission as well. To address this gap and to test our hypothesis, we conducted psychophysical experiments and found that subjects are able to tell the difference in terms of gloss between stimuli that differ in subsurface light transport but have identical surface qualities and object shape. This gives us a clear indication that subsurface light transport contributes to a glossy appearance. Furthermore, we conducted additional experiments and found that the contribution of subsurface scattering to gloss varies across different shapes and levels of surface roughness. We argue that future research on gloss should include transparent and translucent media and to extend the perceptual models currently limited to surface scattering to more general ones inclusive of subsurface light transport.
- Published
- 2021
- Full Text
- View/download PDF
42. Neural Acceleration of Scattering‐Aware Color 3D Printing
- Author
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Rittig, Tobias, Sumin, Denis, Babaei, Vahid, Didyk, Piotr, Voloboy, Alexey, Wilkie, Alexander, Bickel, Bernd, Myszkowski, Karol, Weyrich, Tim, and Křivánek, Jaroslav
- Subjects
Speedup ,Artificial neural network ,Computer science ,business.industry ,Deep learning ,Pipeline (computing) ,Monte Carlo method ,Process (computing) ,Subsurface scattering ,020207 software engineering ,02 engineering and technology ,01 natural sciences ,Computer Graphics and Computer-Aided Design ,010309 optics ,Acceleration ,0103 physical sciences ,0202 electrical engineering, electronic engineering, information engineering ,Artificial intelligence ,business ,Algorithm - Abstract
With the wider availability of full-color 3D printers, color-accurate 3D-print preparation has received increased attention. A key challenge lies in the inherent translucency of commonly used print materials that blurs out details of the color texture. Previous work tries to compensate for these scattering effects through strategic assignment of colored primary materials to printer voxels. To date, the highest-quality approach uses iterative optimization that relies on computationally expensive Monte Carlo light transport simulation to predict the surface appearance from subsurface scattering within a given print material distribution; that optimization, however, takes in the order of days on a single machine. In our work, we dramatically speed up the process by replacing the light transport simulation with a data-driven approach. Leveraging a deep neural network to predict the scattering within a highly heterogeneous medium, our method performs around two orders of magnitude faster than Monte Carlo rendering while yielding optimization results of similar quality level. The network is based on an established method from atmospheric cloud rendering, adapted to our domain and extended by a physically motivated weight sharing scheme that substantially reduces the network size. We analyze its performance in an end-to-end print preparation pipeline and compare quality and runtime to alternative approaches, and demonstrate its generalization to unseen geometry and material values. This for the first time enables full heterogenous material optimization for 3D-print preparation within time frames in the order of the actual printing time.
- Published
- 2021
- Full Text
- View/download PDF
43. Real-time Subsurface Control Variates
- Author
-
Tiantian Xie and Marc Olano
- Subjects
Adaptive sampling ,Computer science ,Bandwidth (signal processing) ,Monte Carlo method ,Subsurface scattering ,020207 software engineering ,02 engineering and technology ,Covariance ,Control variates ,Computer Graphics and Computer-Aided Design ,Computer Science Applications ,Rendering (computer graphics) ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,Algorithm ,Importance sampling - Abstract
Real-time adaptive sampling is a new technique recently proposed for efficient importance sampling in realtime Monte Carlo sampling in subsurface scattering. It adaptively places samples based on variance tracking to help escape the uncanny valley of subsurface rendering. However, the occasional performance drop due to temporal lighting dynamics (e.g., guns or lights turning on and off) could hinder adoption in games or other applications where smooth high frame rate is preferred. In this paper we propose a novel usage of Control Variates (CV) in the sample domain instead of shading domain to maintain a consistent low pass time. Our algorithm seamlessly reduces to diffuse with zero scattering samples for sub-pixel scattering. We propose a novel joint-optimization algorithm for sample count and CV coefficient estimation. The main enabler is our novel time-variant covariance updating method that helps remove the effect of recent temporal dynamics from variance tracking. Since bandwidth is critical in real-time rendering, a solution without adding any extra textures is also provided.
- Published
- 2021
- Full Text
- View/download PDF
44. Assessing Subwavelength VHF Radar Scattering Losses in Hyperarid Carbonate Formations
- Author
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Giovanni Scabbia and Essam Heggy
- Subjects
geography ,geography.geographical_feature_category ,Scattering ,Artesian aquifer ,Attenuation ,0211 other engineering and technologies ,Plane wave ,Mineralogy ,Subsurface scattering ,Aquifer ,02 engineering and technology ,Geotechnical Engineering and Engineering Geology ,law.invention ,Amplitude ,law ,Electrical and Electronic Engineering ,Radar ,Geology ,021101 geological & geomatics engineering - Abstract
Subsurface scattering losses associated with very high frequency (VHF) subwavelength heterogeneities are crucial for assessing the total radar signal attenuation in fractured and heterogeneous environments such as carbonate formations, which represent one of the most predominant aquifer types in hyperarid areas. Yet, the resulting signal losses are largely unquantified due to the difficulties in constraining their sources, amplitude, and frequency dependence on the VHF spectrum, hence, compromising the ability to perform large-scale characterization of shallow aquifers using radar probing in these areas. To address this deficiency, we present an experimental model quantifying volumetric scattering losses in heterogeneous carbonate formations accounting for wavelength-sized structural elements and subwavelength-sized heterogeneities ranging from 1 mm to 2 cm for the VHF radar signals. In particular, we use an analytical model that estimates the overall scattering effects produced by the interaction of an electromagnetic plane wave with randomly distributed vugs scatterers. We then compare our analysis with field radar measurements collected in the karst limestone aquiferous formation in the Qatar Peninsula at 80 MHz (10-dB bandwidth (BW): 30–150 MHz). Our results estimate that the total losses in karstic environments range between ~0.6 and 1.4 dB/m, of which 20%–65% is due to volume scattering. Furthermore, we find that despite being usually underestimated, subwavelength volumetric scattering accounts for a considerable portion (~40%) of the overall radar attenuation: between ~0.045 and 0.35 dB/m. The results of our analysis can constrain the degree of karstification associated with vertical artesian movements in fossil aquifer systems in hyperarid environments.
- Published
- 2021
- Full Text
- View/download PDF
45. Modeling and simulating the bidirectional reflectance distribution function (BRDF) of seawater polluted by oil emulsion.
- Author
-
Chen, Lu, Ren, Zijian, Ma, Chunyong, and Chen, Ge
- Subjects
- *
DISTRIBUTION (Probability theory) , *CHARACTERISTIC functions , *PROBABILITY theory , *SCATTERING (Mathematics) , *MONTE Carlo method - Abstract
Based on bidirectional reflectance distribution function (BRDF), we proposed a concept of bidirectional transmittance distribution function (BTDF). By using subsurface scattering theory, the single scattering and multiple scattering of light beams transmitted in the oil-emulsion seawater were discussed. Then a high-efficiency model for BRDF of oil-emulsion seawater was built. Finally, the comparison of simulation results between our model and Monte Carlo method were also discussed. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
46. A forward scattering dipole model from a functional integral approximation.
- Author
-
Frederickx, Roald and Dutré, Philip
- Subjects
RENDERING (Computer graphics) ,TRANSLUCENCY (Optics) ,COMPUTER graphics ,MONTE Carlo method ,OPTICAL properties ,SCATTERING (Physics) ,DIFFUSION - Abstract
Rendering translucent materials with physically based Monte Carlo methods tends to be computationally expensive due to the long chains of volumetric scattering interactions. In the case of strongly forward scattering materials, the problem gets compounded since each scattering interaction becomes highly anisotropic and near-specular. Various well-known approaches try to avoid the resulting sampling problem through analytical approximations based on diffusion theory. Although these methods are computationally efficient, their assumption of diffusive, isotropic scattering can lead to considerable errors when rendering forward scattering materials, even in the optically dense limit. In this paper, we present an analytical subsurface scattering model, derived with the explicit assumption of strong forward scattering. Our model is not based on diffusion theory, but follows from a connection that we identified between the functional integral formulation of radiative transport and the partition function of a worm-like chain in polymer physics. Our resulting model does not need a separate Monte Carlo solution for unscattered or single-scattered contributions, nor does it require ad-hoc regularization procedures. It has a single singularity by design, corresponding to the initial unscattered propagation, which can be accounted for by the extensive analytical importance sampling scheme that we provide. Our model captures the full behaviour of forward scattering media, ranging from unscattered straight-line propagation to the fully diffusive limit. Moreover, we derive a novel forward scattering BRDF as limiting case of our subsurface scattering model, which can be used in a level of detail hierarchy. We show how our model can be integrated in existing Monte Carlo rendering algorithms, and make comparisons to previous approaches. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
47. Comparative Analysis of Real-Time Global Illumination Techniques in Current Game Engines
- Author
-
Cristian Lambru, Anca Morar, Florica Moldoveanu, Victor Asavei, and Alin Moldoveanu
- Subjects
real-time global illumination ,General Computer Science ,Computer science ,Global illumination ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,General Engineering ,light propagation volumes ,Subsurface scattering ,Volumetric lighting ,Pipeline (software) ,TK1-9971 ,Visualization ,Rendering (computer graphics) ,Computer graphics ,Computer graphics (images) ,screen space ,Ambient occlusion ,reflective shadow map ,voxel-based representation ,General Materials Science ,Electrical engineering. Electronics. Nuclear engineering ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
The most important component of photorealism in Computer Graphics is given by a physically correct approximation of the light transport. Besides the direct illumination from light sources, there is an indirect illumination, produced by the reflections of the light rays on other surfaces of the scene. In Computer Graphics, the process of computing the illumination of a surface by considering both the direct and the indirect illumination is widely known as global illumination. This paper describes several classes of real-time global illumination techniques used in current game engines together with our own implementations of these approaches. All implementations were made in our own framework, specially designed with a multi-pass rendering architecture that allows fast implementation of rendering techniques and the reuse of functionalities. We analyze these classes based on the following criteria: the visual results produced by the indirect diffuse lighting, the ability to produce glossy reflections, shadows, ambient occlusion, subsurface scattering, translucency and volumetric lighting as well as the ability to simulate area lights. We present the quantitative results of our implementations, obtained with the same external parameters for all techniques, thanks to the unified implementations in the same framework. An important observation is that our analysis is focused on the techniques that are based on the rasterization pipeline, thus, the comparison does not include the techniques designed entirely for the ray-tracing pipeline.
- Published
- 2021
- Full Text
- View/download PDF
48. Rendering of Wet Materials
- Author
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Jensen, Henrik Wann, Legakis, Justin, Dorsey, Julie, Lischinski, Dani, editor, and Larson, Greg Ward, editor
- Published
- 1999
- Full Text
- View/download PDF
49. A Consideration on 'Sweetness' by 3D CG with Fruits as an Example
- Subjects
Computer graphics ,Ambient light ,Subsurface scattering ,Fresnel formula ,Specular reflection light ,Diffuse reflected light - Abstract
Today, 3D computer graphics (hereinafter referred to as 3DCG) are overflowing with images and videos around us, and 3DCG is permeating our lives. Recently, 3DCG-related technologies such as 3D printers, AR, and VR have been actively researched and developed, and further progress can be expected in the future. 3DCG is a technology for creating images and videos by generating objects in a virtual three-dimensional space. With this technology, various things have recently been made realistically. However, one of the issues that must be solved in the development of this technology is the reproduction of food. In this study, we focused on this issue, especially on the fruit cut. In this paper, we focused on environmental light, specular reflected light, diffuse reflected light, subsurface scattering, and how to hit and reflect light such as participating media. In addition, the research was conducted in consideration of the conditions such as the material. As a result of the execution, I was able to express fresher than the conventional one. However, since this paper focuses on the cut of fruit, it does not cover the skin of fruit, so research on the skin is also an issue. In the future, we will continue to improve so that it can express the freshness of fruit cuts, and also research to express fruit peels.
- Published
- 2020
50. Interactive Subsurface Scattering for Materials With High Scattering Distances
- Author
-
Timo Ropinski and Sebastian Maisch
- Subjects
Global illumination ,Scattering ,Computer science ,Real-time rendering (Computer graphics) ,DDC 500 / Natural sciences & mathematics ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Subsurface scattering ,Computer Graphics and Computer-Aided Design ,Real-time rendering ,Rendering ,Rendering (computer graphics) ,Globale Beleuchtung ,rendering ,global illumination ,real-time rendering ,Datorseende och robotik (autonoma system) ,Computer graphics (images) ,ddc:500 ,GeneralLiterature_REFERENCE(e.g.,dictionaries,encyclopedias,glossaries) ,Computer Vision and Robotics (Autonomous Systems) ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
Existing algorithms for rendering subsurface scattering in real time cannot deal well with scattering over longer distances. Kernels for image space algorithms become very large in these circumstances and separation does not work anymore, while geometry���based algorithms cannot preserve details very well. We present a novel approach that deals with all these downsides. While for lower scattering distances, the advantages of geometry���based methods are small, this is not the case anymore for high scattering distances (as we will show). Our proposed method takes advantage of the highly detailed results of image space algorithms and combines it with a geometry���based method to add the essential scattering from sources not included in image space. Our algorithm does not require pre���computation based on the scene's geometry, it can be applied to static and animated objects directly. Our method is able to provide results that come close to ray���traced images which we will show in direct comparisons with images generated by PBRT. We will compare our results to state of the art techniques that are applicable in these scenarios and will show that we provide superior image quality while maintaining interactive rendering times., publishedVersion
- Published
- 2020
- Full Text
- View/download PDF
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