ABSTRACT
We introduce a new volumetric sheen BRDF that approximates scattering observed in surfaces covered with normally-oriented fibers. Our previous sheen model was motivated by measured cloth reflectance, but lacked significant backward scattering. The model presented here allows a more realistic cloth appearance and can also approximate a dusty appearance. Our sheen model is implemented using a linearly transformed cosine (LTC) lobe fitted to a volumetric scattering layer. We detail the fitting process, and present and discuss our results.
Supplemental Material
Available for Download
- Brent Burley. 2012. Physically Based Shading at Disney. In ACM SIGGRAPH 2012 Course Notes — Practical Physically-Based Shading in Film and Game Production.Google Scholar
- Brent Burley, David Adler, Matt Jen-Yuan Chiang, Hank Driskill, Ralf Habel, Patrick Kelly, Peter Kutz, Yining Karl Li, and Daniel Teece. 2018. The Design and Evolution of Disney’s Hyperion Renderer. ACM Transactions on Graphics 37, 3, Article 33 (Aug. 2018). https://doi.org/10.1145/3182159Google Scholar
Digital Library
- Alejandro Conty and Christopher Kulla. 2017. Production Friendly Microfacet Sheen BRDF. In ACM SIGGRAPH 2017 Course Notes — Physically Based Shading in Theory and Practice.Google Scholar
- Jonathan Dupuy, Eric Heitz, and Eugene d’Eon. 2016. Additional Progress towards the Unification of Microfacet and Microflake Theories. In Proceedings of the Eurographics Symposium on Rendering: Experimental Ideas & Implementations(EGSR ’16). 55–63. https://doi.org/10.2312/sre.20161210Google Scholar
Cross Ref
- Eric Heitz, Jonathan Dupuy, Cyril Crassin, and Carsten Dachsbacher. 2015. The SGGX Microflake Distribution. ACM Transactions on Graphics (Proceedings of SIGGRAPH) 34, 4 (jul 2015), 48:1–48:11. https://doi.org/10.1145/2766988Google Scholar
Digital Library
- Eric Heitz, Jonathan Dupuy, Stephen Hill, and David Neubelt. 2016. Real-Time Polygonal-Light Shading with Linearly Transformed Cosines. ACM Transactions on Graphics (Proceedings of SIGGRAPH) 35, 4 (jul 2016), 41:1–41:8. https://doi.org/10.1145/2897824.2925895Google Scholar
Digital Library
- Wenzel Jakob, Jonathan T. Moon, Adam Arbree, Kavita Bala, and Steve Marschner. 2010. A Radiative Transfer Framework for Rendering Materials with Anisotropic Structure. ACM Transactions on Graphics (Proceedings of SIGGRAPH) 29, 10 (July 2010), 53:1–53:13. https://doi.org/10.1145/1778765.1778790Google Scholar
Digital Library
Recommendations
Efficient BRDF importance sampling using a factored representation
SIGGRAPH '04: ACM SIGGRAPH 2004 PapersHigh-quality Monte Carlo image synthesis requires the ability to importance sample realistic BRDF models. However, analytic sampling algorithms exist only for the Phong model and its derivatives such as Lafortune and Blinn-Phong. This paper demonstrates ...
Complex Luminaires: Illumination and Appearance Rendering
Simulating a complex luminaire such as a chandelier is expensive and slow, even using state-of-the-art algorithms. A more practical alternative is to use precomputation to accelerate rendering. Prior approaches cached information on an aperture surface ...
Efficient BRDF importance sampling using a factored representation
High-quality Monte Carlo image synthesis requires the ability to importance sample realistic BRDF models. However, analytic sampling algorithms exist only for the Phong model and its derivatives such as Lafortune and Blinn-Phong. This paper demonstrates ...





Comments