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Seamless and Non-repetitive 4D Texture Variation Synthesis and Real-time Rendering for Measured Optical Material Behavior

: Ritz, Martin; Breitfelder, Simon; Santos, Pedro; Kuijper, Arjan; Fellner, Dieter W.

Volltext urn:nbn:de:0011-n-5496590 (5.1 MByte PDF)
MD5 Fingerprint: 7a228c79930359a774b6e22f278af415
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Erstellt am: 4.7.2019

Computational Visual Media 5 (2019), Nr.2, S.161-170
ISSN: 2096-0662
ISSN: 2096-0433
European Commission EC
FP7-ICT; 217039; MAXIMUS
MAXimum fidelity Interactive Multi User display Systems
Bundesministerium fur Wirtschaft und Energie BMWi (Deutschland)
01MT12022E; CultLab3D
Zeitschriftenaufsatz, Elektronische Publikation
Fraunhofer IGD ()
Lead Topic: Digitized Work; Lead Topic: Visual Computing as a Service; Research Area: Computer graphics (CG); Research Area: Computer vision (CV); Research Area: (Interactive) simulation (SIM); Research Area: Modeling (MOD); texture synthesis; Texturing; reflectance; optical material behavior acquisition; bidirectional texturing function (BTF)

We show how to overcome the single weakness of an existing fully automatic system for acquisition of spatially varying optical material behavior of real object surfaces. While the expression of spatially varying material behavior with spherical dependence on incoming light as a 4D texture (an ABTF material model) allows flexible mapping onto arbitrary 3D geometry, with photo-realistic rendering and interaction in real time, this very method of texture-like representation exposes it to common problems of texturing, striking in two disadvantages. Firstly, non-seamless textures create visible artifacts at boundaries. Secondly, even a perfectly seamless texture causes repetition artifacts due to their organised placement in large numbers over a 3D surface. We have solved both problems through our novel texture synthesis method that generates a set of seamless texture variations randomly distributed over the surface at shading time. When compared to regular 2D textures, the inter-dimensional coherence of the 4D ABTF material model poses entirely new challenges to texture synthesis, which includes maintaining the consistency of material behavior throughout the 4D space spanned by the spatial image domain and the angular illumination hemisphere. In addition, we tackle the increased memory consumption caused by the numerous variations through a fitting scheme specifically designed to reconstruct the most prominent effects captured in the material model.