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Shell texture functions
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Source ACM Transactions on Graphics (TOG) archive
Volume 23 ,  Issue 3  (August 2004) table of contents
Proceedings of ACM SIGGRAPH 2004
SESSION: 3D texture table of contents
Pages: 343 - 353  
Year of Publication: 2004
ISSN:0730-0301
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Authors
Yanyun Chen  Microsoft Research Asia
Xin Tong  Microsoft Research Asia
Jiaping Wang  Microsoft Research Asia
Stephen Lin  Microsoft Research Asia
Baining Guo  Microsoft Research Asia
Heung-Yeung Shum  Microsoft Research Asia
Publisher
ACM  New York, NY, USA
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ABSTRACT

We propose a texture function for realistic modeling and efficient rendering of materials that exhibit surface mesostructures, translucency and volumetric texture variations. The appearance of such complex materials for dynamic lighting and viewing directions is expensive to calculate and requires an impractical amount of storage to precompute. To handle this problem, our method models an object as a shell layer, formed by texture synthesis of a volumetric material sample, and a homogeneous inner core. To facilitate computation of surface radiance from the shell layer, we introduce the shell texture function (STF) which describes voxel irradiance fields based on precomputed fine-level light interactions such as shadowing by surface mesostructures and scattering of photons inside the object. Together with a diffusion approximation of homogeneous inner core radiance, the STF leads to fast and detailed raytraced renderings of complex materials.


REFERENCES

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KOENDERINK, J. J., AND DOORN, A. J. V. 1996. Illuminance texture due to surface mesostructure. Journal of the Optical Society of America 13, 3, 452--463.
 
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CITED BY  13

Collaborative Colleagues:
Yanyun Chen: colleagues
Xin Tong: colleagues
Jiaping Wang: colleagues
Stephen Lin: colleagues
Baining Guo: colleagues
Heung-Yeung Shum: colleagues