Real‐Time Rendering of Wave‐Optical Effects on Scratched Surfaces.

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Title: Real‐Time Rendering of Wave‐Optical Effects on Scratched Surfaces.
Authors: Velinov, Z.1, Werner, S.1, Hullin, M. B.1
Source: Computer Graphics Forum. May2018, Vol. 37 Issue 2, p123-134. 12p. 12 Color Photographs, 1 Diagram, 4 Charts, 5 Graphs.
Subjects: Photorefractive effect, Scratch (Computer program language), Computer graphics, Filtering software, Monte Carlo method
Abstract: Abstract: The visual appearance of real‐world materials is characterized by surface features across many scales and has received significant attention by the graphics community for decades. Yet, even the most advanced microfacet models have difficulties faithfully recreating materials like snow, sand, brushed metal or hair that feature scale‐violating glints and speckles and defy any traditional notion of filtering and level of detail. In this work, we address an important subset of such materials, namely metal and dielectric surfaces that are covered with microscopic scratches, e.g., from polishing processes or surface wear. The appearance of such surfaces features fine‐scale spatial detail and iridescent colors caused by diffraction, and has only recently been successfully recreated. We adopt the scratch iridescence model, which is known for plausible results in offline Monte Carlo settings but unsuitable for real‐time applications where extensive illumination sampling is prohibitively expensive. In this paper, we introduce an efficient technique for incoherently integrating the contributions of individual scratches, as well as closed‐form solutions for modeling spherical and polygonal area light sources, and for the first time bring scratch iridescence within reach of real‐time applications. [ABSTRACT FROM AUTHOR]
Copyright of Computer Graphics Forum is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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  Data: <searchLink fieldCode="JN" term="%22Computer+Graphics+Forum%22">Computer Graphics Forum</searchLink>. May2018, Vol. 37 Issue 2, p123-134. 12p. 12 Color Photographs, 1 Diagram, 4 Charts, 5 Graphs.
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  Data: <searchLink fieldCode="DE" term="%22Photorefractive+effect%22">Photorefractive effect</searchLink><br /><searchLink fieldCode="DE" term="%22Scratch+%28Computer+program+language%29%22">Scratch (Computer program language)</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+graphics%22">Computer graphics</searchLink><br /><searchLink fieldCode="DE" term="%22Filtering+software%22">Filtering software</searchLink><br /><searchLink fieldCode="DE" term="%22Monte+Carlo+method%22">Monte Carlo method</searchLink>
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  Data: Abstract: The visual appearance of real‐world materials is characterized by surface features across many scales and has received significant attention by the graphics community for decades. Yet, even the most advanced microfacet models have difficulties faithfully recreating materials like snow, sand, brushed metal or hair that feature scale‐violating glints and speckles and defy any traditional notion of filtering and level of detail. In this work, we address an important subset of such materials, namely metal and dielectric surfaces that are covered with microscopic scratches, e.g., from polishing processes or surface wear. The appearance of such surfaces features fine‐scale spatial detail and iridescent colors caused by diffraction, and has only recently been successfully recreated. We adopt the scratch iridescence model, which is known for plausible results in offline Monte Carlo settings but unsuitable for real‐time applications where extensive illumination sampling is prohibitively expensive. In this paper, we introduce an efficient technique for incoherently integrating the contributions of individual scratches, as well as closed‐form solutions for modeling spherical and polygonal area light sources, and for the first time bring scratch iridescence within reach of real‐time applications. [ABSTRACT FROM AUTHOR]
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  Data: <i>Copyright of Computer Graphics Forum is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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      – Type: doi
        Value: 10.1111/cgf.13347
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      – Code: eng
        Text: English
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        PageCount: 12
        StartPage: 123
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      – SubjectFull: Photorefractive effect
        Type: general
      – SubjectFull: Scratch (Computer program language)
        Type: general
      – SubjectFull: Computer graphics
        Type: general
      – SubjectFull: Filtering software
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      – SubjectFull: Monte Carlo method
        Type: general
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      – TitleFull: Real‐Time Rendering of Wave‐Optical Effects on Scratched Surfaces.
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            NameFull: Velinov, Z.
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            NameFull: Werner, S.
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              M: 05
              Text: May2018
              Type: published
              Y: 2018
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