Abstract
Simulation of light reflection from specular surfaces is a core problem of computer graphics. Existing solutions either make the approximation of providing only a large-area average solution in terms of a fixed BRDF (ignoring spatial detail), or are specialized for specific microgeometry (e.g. 1D scratches), or are based only on geometric optics (which is an approximation to more accurate wave optics). We design the first rendering algorithm based on a wave optics model that is also able to compute spatially-varying specular highlights with high-resolution detail on general surface microgeometry. We compute a wave optics reflection integral over the coherence area; our solution is based on approximating the phase-delay grating representation of a micron-resolution surface heightfield using Gabor kernels. We found that the appearance difference between the geometric and wave solution is more dramatic when spatial detail is taken into account. The visualizations of the corresponding BRDF lobes differ significantly. Moreover, the wave optics solution varies as a function of wavelength, predicting noticeable color effects in the highlights. Our results show both single-wavelength and spectral solution to reflection from common everyday objects, such as brushed, scratched and bumpy metals.
Supplemental Material
- P. Beckmann and A. Spizzichino. 1968. The Scattering of Electromagnetic Waves from Rough Surfaces. Books on Demand. http://books.google.com/books?id=nn92AAAACAAJGoogle Scholar
- Laurent Belcour and Pascal Barla. 2017. A Practical Extension to Microfacet Theory for the Modeling of Varying Iridescence. ACM Trans. Graph. 36, 4, Article 65 (July 2017), 14 pages. Google Scholar
Digital Library
- Carles Bosch, Xavier Pueyo, Stéphane Mérillou, and Djamchid Ghazanfarpour. 2004. A Physically-Based Model for Rendering Realistic Scratches. In Computer Graphics Forum, Vol. 23. Wiley Online Library, 361--370.Google Scholar
- Brent Burley. 2012. Physically-Based Shading at Disney. Technical Report (2012).Google Scholar
- Samuel D Butler, Stephen E Nauyoks, and Michael A Marciniak. 2015. Comparison of microfacet BRDF model to modified Beckmann-Kirchhoff BRDF model for rough and smooth surfaces. Optics Express 23, 22 (2015), 29100--29112.Google Scholar
Cross Ref
- R. L. Cook and K. E. Torrance. 1982. A Reflectance Model for Computer Graphics. ACM Trans. Graph. 1, 1 (1982), 7--24. Google Scholar
Digital Library
- Tom Cuypers, Tom Haber, Philippe Bekaert, Se Baek Oh, and Ramesh Raskar. 2012. Reflectance Model for Diffraction. ACM Trans. Graph. 31, 5 (2012), 122:1--122:11. Google Scholar
Digital Library
- Daljit Singh Dhillon, Jeremie Teyssier, Michael Single, Michel Milinkovitch Iarsolav Gaponenko, and Matthias Zwicker. 2014. Interactive Diffraction from Biological Nanostructures. Computer Graphics Forum 33, 8 (2014), 177--188. Google Scholar
Digital Library
- Zhao Dong, Bruce Walter, Steve Marschner, and Donald P. Greenberg. 2015. Predicting Appearance from Measured Microgeometry of Metal Surfaces. ACM Trans. Graph. 35, 1, Article 9 (2015), 13 pages. Google Scholar
Digital Library
- James Harvey. 1979. Fourier treatment of near-field scalar diffraction theory. American Journal of Physics 47, 11 (1979), 974--980.Google Scholar
Cross Ref
- James E. Harvey and Richard N. Pfisterer. 2016. Evolution of the transfer function characterization of surface scatter phenomena. Proc. SPIE 9961 (2016), 9961 -- 9961 - 17.Google Scholar
- Xiao D. He, Kenneth E. Torrance, François X. Sillion, and Donald P. Greenberg. 1991. A Comprehensive Physical Model for Light Reflection. SIGGRAPH Comput. Graph. 25, 4 (1991), 175--186. Google Scholar
Digital Library
- Nicolas Holzschuch and Romain Pacanowski. 2017. A Two-scale Microfacet Reflectance Model Combining Reflection and Diffraction. ACM Trans. Graph. 36, 4, Article 66 (2017), 12 pages. Google Scholar
Digital Library
- Wenzel Jakob. 2010. Mitsuba renderer. http://www.mitsuba-renderer.org.Google Scholar
- Wenzel Jakob, Miloš Hašan, Ling-Qi Yan, Jason Lawrence, Ravi Ramamoorthi, and Steve Marschner. 2014. Discrete Stochastic Microfacet Models. ACM Trans. Graph. 33, 4 (2014). Google Scholar
Digital Library
- Andrey Krywonos. 2006. Predicting Surface Scatter Using A Linear Systems Formulation Of Non-paraxial Scalar Diffraction. PhD. Dissertation. University of Central Florida.Google Scholar
- Ann M Lanari, Samuel D Butler, Michael Marciniak, and Mark F Spencer. 2017. Wave optics simulation of statistically rough surface scatter. In Earth Observing Systems XXII, Vol. 10402. International Society for Optics and Photonics, 1040215.Google Scholar
- Anat Levin, Daniel Glasner, Ying Xiong, Frédo Durand, William Freeman, Wojciech Matusik, and Todd Zickler. 2013. Fabricating BRDFs at High Spatial Resolution Using Wave Optics. ACM Trans. Graph. 32, 4 (2013), 144:1--144:14. Google Scholar
Digital Library
- L. Mandel and E. Wolf. 1995. Optical Coherence and Quantum Optics. Cambridge University Press. http://books.google.com/books?id=FeBix14iM70CGoogle Scholar
- Heylal Mashaal, Alex Goldstein, Daniel Feuermann, and Jeffrey M. Gordon. 2012. First direct measurement of the spatial coherence of sunlight. Opt. Lett. 37, 17 (2012), 3516--3518.Google Scholar
Cross Ref
- Stéphane Mérillou, Jean-Michel Dischler, and Djamchid Ghazanfarpour. 2001. Surface scratches: measuring, modeling and rendering. The Visual Computer 17, 1 (2001), 30--45.Google Scholar
Cross Ref
- J.A. Ogilvy. 1991. Theory of wave scattering from random rough surfaces. A. Hilger.Google Scholar
- Boris Raymond, Gael Guennebaud, and Pascal Barla. 2016. Multi-Scale Rendering of Scratched Materials using a Structured SV-BRDF Model. ACM Transactions on Graphics (July 2016). Google Scholar
Digital Library
- Jos Stam. 1999. Diffraction Shaders. In SIGGRAPH 99. New York, NY, USA, 101--110. Google Scholar
Digital Library
- Antoine Toisoul and Abhijeet Ghosh. 2017. Practical Acquisition and Rendering of Diffraction Effects in Surface Reflectance. ACM Trans. Graph. 36, 5, Article 166 (July 2017), 16 pages. Google Scholar
Digital Library
- Zdravko Velinov, Sebastian Werner, and Matthias B. Hullin. 2018. Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces. Computer Graphics Forum 37 (2) (Proc. EUROGRAPHICS) 37, 2 (2018).Google Scholar
- Bruce Walter, Stephen R. Marschner, Hongsong Li, and Kenneth E. Torrance. 2007. Microfacet Models for Refraction Through Rough Surfaces (EGSR 07). 195--206. Google Scholar
Digital Library
- Sebastian Werner, Zdravko Velinov, Wenzel Jakob, and Matthias B. Hullin. 2017. Scratch Iridescence: Wave-optical Rendering of Diffractive Surface Structure. ACM Trans. Graph. 36, 6, Article 207 (2017), 14 pages. Google Scholar
Digital Library
- Stephen H Westin, Hongsong Li, and Kenneth E Torrance. 2004. A comparison of four brdf models. In Eurographics Symposium on Rendering, pags. 1--10.Google Scholar
- Ling-Qi Yan, Miloš Hašan, Wenzel Jakob, Jason Lawrence, Steve Marschner, and Ravi Ramamoorthi. 2014. Rendering Glints on High-resolution Normal-mapped Specular Surfaces. ACM Trans. Graph. 33, 4, Article 116 (2014), 9 pages. Google Scholar
Digital Library
- Ling-Qi Yan, Miloš Hašan, Steve Marschner, and Ravi Ramamoorthi. 2016. Position-normal Distributions for Efficient Rendering of Specular Micro structure. ACM Trans. Graph. 35, 4, Article 56 (2016), 9 pages. Google Scholar
Digital Library
Index Terms
Rendering specular microgeometry with wave optics
Recommendations
Position-normal distributions for efficient rendering of specular microstructure
Specular BRDF rendering traditionally approximates surface microstructure using a smooth normal distribution, but this ignores glinty effects, easily observable in the real world. While modeling the actual surface microstructure is possible, the ...
Rendering glints on high-resolution normal-mapped specular surfaces
Complex specular surfaces under sharp point lighting show a fascinating glinty appearance, but rendering it is an unsolved problem. Using Monte Carlo pixel sampling for this purpose is impractical: the energy is concentrated in tiny highlights that take ...
Learning generative models for rendering specular microgeometry
Rendering specular material appearance is a core problem of computer graphics. While smooth analytical material models are widely used, the high-frequency structure of real specular highlights requires considering discrete, finite microgeometry. Instead ...





Comments