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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
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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[doi> 10.1145/344779.344925]
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CITED BY 13
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Pieter Peers , Karl vom Berge , Wojciech Matusik , Ravi Ramamoorthi , Jason Lawrence , Szymon Rusinkiewicz , Philip Dutré, A compact factored representation of heterogeneous subsurface scattering, ACM Transactions on Graphics (TOG), v.25 n.3, July 2006
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Hendrik P. A. Lensch , Michael Goesele , Yung-Yu Chuang , Tim Hawkins , Steve Marschner , Wojciech Matusik , Gero Mueller, Realistic materials in computer graphics, ACM SIGGRAPH 2005 Courses, July 31-August 04, 2005, Los Angeles, California
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Jiaping Wang , Shuang Zhao , Xin Tong , Stephen Lin , Zhouchen Lin , Yue Dong , Baining Guo , Heung-Yeung Shum, Modeling and rendering of heterogeneous translucent materials using the diffusion equation, ACM Transactions on Graphics (TOG), v.27 n.1, p.1-18, March 2008
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