What s Missing? Brian Budge 5/31/04
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1 What s Missing? Brian Budge budge@cs.ucdavis.edu 5/31/04 Institute for Data Analysis and Visualization : University of California, Davis
2 What s wrong with these images? Slide 2 of 20
3 What can we do? More complex geometry If you have non-polygonal surfaces, you shouldn t see polygons Backgrounds are important this is because... The smallest details count! Anything that can be noticed by the human eye, will also be missed More complex physical simulation Again, humans are reasonably good at recognizing complexity (which isn t to say that it necessarily needs to be correct) Lots of effects are noticeable. While they won t necessarily be missed, they add richness that can be convincing Imperfections!!! When was the last time you walked around and found shiny chrome everything? Floors without shoe marks? Metals without scratches? Slide 3 of 20
4 Yeah, texture is great, but... Texture can add a lot of complexity, replacement for geometry in most cases but it s not a reasonable Excellent for labels, wrappers, things that are printed - 2D mappings We need real geometry, especially if the viewer is relatively close Even bump mapping isn t the cure-all. It will look reasonable from an orthogonal viewpoint, and completely wrong from incident angles. Even from orthogonal, though, it will make lighting simulations incorrect. Important research to transition from geometry to bump mapping to BRDF Slide 4 of 20
5 Geometry Many ways to increase geometric complexity Triangle meshes Displacement maps [32] Height Fields [15] Hypertextures (isosurfaces) [28] Slide 5 of 20
6 Take more physics into account We already have reflection and refraction, what more could we want? More realistic BRDFs [19, 1, 23, 2] We ve discussed a lot of these Ideally we could use measured data Polarization [35] Could be very important for manufacturers of sunglasses! Slide 6 of 20
7 Spectral rendering [5] We ve seen this is important even for our non-wavelength dependent interactions even more important when you have wavelenght dependent effects Thin film interference [12] Subsurface scattering and participating media [13, 18] Flourescence and phosphorescence [11] Slide 7 of 20
8 Dispersion [34] Wave optics effects like diffraction [33] Slide 8 of 20
9 Special cases - infinitely many! Humans hair, skin, eyes [22, 14, 21] Plants structures, subsurface scattering models [4, 10] Water structure, impurities [9, 30] Slide 9 of 20
10 Terrain [26, 20] Atmosphere [29, 16] More! Slide 10 of 20
11 Imperfections Dust rendering and modeling of dust accumulation [3, 31] Metallic patinas [7] Corrosion [24] Scratches [25] Wet materials spills etc... [17] Simulation of impacts on surfaces [27] Weathering [6, 8] Much more! Slide 11 of 20
12 The End In conclusion - we need to add complexity to achieve realism It doesn t always have to be right as long as you can fool the human eye Or, it can be right for special cases - as long as those are the cases you re rendering Slide 12 of 20
13 [1] ASHIKHMIN, M., AND SHIRLEY, P. S. An anisotropic phong brdf model. Slide 13 of 20
14 Journal of Graphics Tools 5, 2 (2000), [2] ASHIKMIN, M., PREMOžE, S., AND SHIRLEY, P. A microfacetbased brdf generator. In Proceedings of the 27th annual conference on Computer graphics and interactive techniques (2000), ACM Press/Addison-Wesley Publishing Co., pp [3] BLINN, J. F. Light reflection functions for simulation of clouds and dusty surfaces. vol. 16, pp [4] DEUSSEN, O., HANRAHAN, P., LINTERMANN, B., MěCH, R., PHARR, M., AND PRUSINKIEWICZ, P. Realistic modeling and rendering of plant ecosystems. In Proceedings of the 25th annual conference on Computer graphics and interactive techniques (1998), ACM Press, pp [5] DEVLIN, K., CHALMERS, A., WILKIE, A., AND PURGATHOFER, W. Star: Tone reproduction and physically based spectral rendering. In State Slide 14 of 20
15 of the Art Reports, Eurographics 2002 (September 2002), D. Fellner and R. Scopignio, Eds., The Eurographics Association, pp [6] DORSEY, J., EDELMAN, A., LEGAKIS, J., JENSEN, H. W., AND PEDERSEN, H. K. Modeling and rendering of weathered stone. In Proceedings of SIGGRAPH 99 (Aug. 1999), Computer Graphics Proceedings, Annual Conference Series, pp [7] DORSEY, J., AND HANRAHAN, P. M. Modeling and rendering of metallic patinas. In Proceedings of SIGGRAPH 96 (Aug. 1996), Computer Graphics Proceedings, Annual Conference Series, pp [8] DORSEY, J., PEDERSEN, H. K., AND HANRAHAN, P. M. Flow and changes in appearance. In Proceedings of SIGGRAPH 96 (Aug. 1996), Computer Graphics Proceedings, Annual Conference Series, pp Slide 15 of 20
16 [9] ENRIGHT, D., MARSCHNER, S., AND FEDKIW, R. Animation and rendering of complex water surfaces. In Proceedings of the 29th annual conference on Computer graphics and interactive techniques (2002), ACM Press, pp [10] FRANZKE, O., AND DEUSSEN, O. Rendering plant leaves faithfully. In Proceedings of the SIGGRAPH 2003 conference on Sketches & applications (2003), ACM Press, pp [11] GLASSNER, A. S. A model for fluorescence and phosphorescence. In Proceedings Fifth Eurographics Workshop on Rendering (1994), pp [12] GONDEK, J. S., MEYER, G. W., AND NEWMAN, J. G. Wavelength dependent reflectance functions. In Proceedings of the 21st annual conference on Computer graphics and interactive techniques (1994), ACM Press, pp Slide 16 of 20
17 [13] HANRAHAN, P., AND KRUEGER, W. Reflection from layered surfaces due to subsurface scattering. In Proceedings of the 20th annual conference on Computer graphics and interactive techniques (1993), ACM Press, pp [14] HARO, A., GUENTER, B., AND ESSA, I. Fine-scale human skin structure rendering. In Proceedings 12th Eurographics Workshop on Rendering (June 2001). [15] HENNING, C., AND STEPHENSON, P. Accelerating the ray tracing of height fields. In Proceedings of the 2nd international conference on Computer graphics and interactive techniques in Austalasia and Southe East Asia (2004), ACM Press, pp [16] JENSEN, H. W., DURAND, F., DORSEY, J., STARK, M. M., SHIRLEY, P., AND PREMOžE, S. A physically-based night sky model. In Proceedings of the 28th annual conference on Computer graphics and interactive techniques (2001), ACM Press, pp Slide 17 of 20
18 [17] JENSEN, H. W., LEGAKIS, J., AND DORSEY, J. Rendering of wet materials. In Eurographics Rendering Workshop 1999 (June 1999). [18] JENSEN, H. W., MARSCHNER, S. R., LEVOY, M., AND HANRAHAN, P. A practical model for subsurface light transport. In Proceedings of the 28th annual conference on Computer graphics and interactive techniques (2001), ACM Press, pp [19] KAJIYA, J. T. Anisotropic reflection models. In Computer Graphics (Proceedings of SIGGRAPH 85) (July 1985), vol. 19, pp [20] KELLEY, A. D., MALIN, M. C., AND NIELSON, G. M. Terrain simulation using a model of stream erosion. In Proceedings of the 15th annual conference on Computer graphics and interactive techniques (1988), ACM Press, pp [21] LEFOHN, A., BUDGE, B., SHIRLEY, P., CARUSO, R., AND REINHARD, E. An ocularist s approach to human iris synthesis Slide 18 of 20
19 [22] MARSCHNER, S. R., JENSEN, H. W., CAMMARANO, M., WORLEY, S., AND HANRAHAN, P. Light scattering from human hair fibers. ACM Trans. Graph. 22, 3 (2003), [23] MATUSIK, W., PFISTER, H., BRAND, M., AND MCMILLAN, L. A datadriven reflectance model. ACM Trans. Graph. 22, 3 (2003), [24] MERILLOU, S., DISCHLER, J.-M., AND GHAZANFARPOUR, D. Corrosion: Simulating and rendering. In Graphics Interface 2001 (June 2001), pp [25] MERILLOU, S., DISCHLER, J.-M., AND GHAZANFARPOUR, D. Surface scratches: measuring, modeling and rendering. The Visual Computer 17, 1 (2001), [26] MUSGRAVE, F. K., KOLB, C. E., AND MACE, R. S. The synthesis and rendering of eroded fractal terrains. In Proceedings of the 16th Slide 19 of 20
20 annual conference on Computer graphics and interactive techniques (1989), ACM Press, pp [27] PAQUETTE, E., POULIN, P., AND DRETTAKIS, G. Surface aging by impacts. In Graphics Interface 2001 (June 2001), pp [28] PERLIN, K., AND HOFFERT, E. M. Hypertexture. In Proceedings of the 16th annual conference on Computer graphics and interactive techniques (1989), ACM Press, pp [29] PREETHAM, A. J., SHIRLEY, P., AND SMITS, B. A practical analytic model for daylight. In Proceedings of the 26th annual conference on Computer graphics and interactive techniques (1999), ACM Press/Addison-Wesley Publishing Co., pp [30] PREMOZE, S., AND ASHIKHIMIN, M. Rendering natural waters. In Eighth Pacific Conference on Computer Graphics and Applications (2000). Slide 20 of 20
21 [31] SIU-CHI, H., AND WONG, T.-T. Simulating dust accumulation. IEEE Computer Graphics & Applications 15, 1 (Jan. 1995), [32] SMITS, B., SHIRLEY, P., AND STARK, M. M. Direct ray tracing of displacement mapped triangls. In Eurographics Rendering Workshop (2000). [33] STAM, J. Diffraction shaders. In Proceedings of the 26th annual conference on Computer graphics and interactive techniques (1999), ACM Press/Addison-Wesley Publishing Co., pp [34] SUN, Y., FRACCHIA, F. D., AND DREW, M. S. Rendering light dispersion with a composite spectral model. In International Conference on Color in Graphics and Image Processing (2000). [35] WOLFF, L. B., AND KURLANDER, D. J. Ray tracing with polarization parameters. IEEE Comput. Graph. Appl. 10, 6 (1990), Slide 21 of 20
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