Abstract
This paper presents an efficient approach to render refracting transmissive objects with multi-scale surface roughness, under distant illumination. To correctly capture both fine-scale surface details and large-scale appearances, and enable real-time processing at various viewing resolutions, we first divide the surface roughness into three levels, namely, micro-scale, meso-scale and macro-scale. Each scale of roughness is modeled and evaluated using different strategies, and the overall roughness is approximated by their spherical convolution. Then, this representation is incorporated into a microfacet-based BTDF model, and multi-scale rough refractions are simulated on both front and back sides of an object as light enters and exits the object. In particular, non-linear filtering methods are applied to both macro-scale geometries and meso-scale bumps to reduce aliasing when viewed across a range of distances. Finally, experimental results illustrate that our approach produces resolution-dependent refraction effects that match super-sampled ground truth, while achieving a speed up of several orders of magnitude with hardware acceleration.
Similar content being viewed by others
References
Banerjee, A., Dhillon, I.S., Ghosh, J., Sra, S.: Clustering on the unit hypersphere using von mises-fisher distributions. J. Mach. Learn. Res. 6, 1345–1382 (2005)
Bruneton, E., Neyret, F.: A survey of nonlinear prefiltering methods for efficient and accurate surface shading. IEEE Trans. Visual. Comp. Graph. 18(2), 242–260 (2012)
Bruneton, E., Neyret, F., Holzschuch, N.: Real-time realistic ocean lighting using seamless transitions from geometry to brdf. Computer Graphics Forum (Proceedings of EUROGRAPHICS 2010) 29(2), 487–496 (2010)
Cerezo, E., Perez-Cazorla, F., Pueyo, X., Seron, F., Sillion, F.: A survey on participating media rendering techniques. Visual Comp. 21(5), 303–328 (2005)
Chan, B., Wang, W.: Geocube - gpu accelerated real-time rendering of transparency and translucency. Visual Comp. 21(8–10), 579–590 (2005)
Cook, R.L., Torrance, K.E.: A reflectance model for computer graphics. ACM Trans. Graph. 1(1), 7–24 (1982)
Crouse, D., Willett, P., Pattipati, K., Svensson, L.: A look at Gaussian mixture reduction algorithms. In: Proceedings of the 14th International Conference on Information Fusion, 1–8 (2011)
Dai, Q., Wang, J., Liu, Y., Snyder, J., Wu, E., Guo, B.: The dual-microfacet model for capturing thin transparent slabs. Computer Graphics Forum (Proceedings of Pacific Graphics 2009) 28(7), 1917–1925 (2009)
Dai, Z., Wyman, C.: Real-time rough refraction via lean mapping and gaussian sum reduction. In: Proceedings of Symposium on Interactive 3D Graphics and Games 2012, 216–216 (2012)
Davis, S.T., Wyman, C.: Interactive refractions with total internal reflection. In: Proceedings of Graphics Interface 2007, 185–190 (2007)
Driscoll, J.R., Healy, D.M.: Computing fourier transforms and convolutions on the 2-sphere. Adv. Appl. Math. 15(2), 202–250 (1994)
Dupuy, J., Heitz, E., Iehl, J.C., Poulin, P., Neyret, F., Ostromoukhov, V.: Linear efficient antialiased displacement and reflectance mapping. ACM Transactions on Graphics (Proceedings of ACM SIGGRAPH Asia 2013) 32(6), 211:1–211:11 (2013)
Eisemann, E., Décoret, X.: Fast scene voxelization and applications. In: Proceedings of Symposium on Interactive 3D Graphics and Games 2006, pp. 71–78 (2006)
Fournier, A.: Normal distribution functions and multiple surfaces. In: Proceedings of Graphics Interface Workshop on Local Illumination, pp. 45–52 (1992)
Génevaux, O., Larue, F., Dischler, J.M.: Interactive refraction on complex static geometry using spherical harmonics. In: Proceedings of Symposium on Interactive 3D Graphics and Games 2006, pp. 145–152 (2006)
Guo, J., Pan, J.: Real-time multi-scale refraction under all-frequency environmental lighting. In: Proceedings of the 2013 International Conference on Computer-Aided Design and Computer Graphics, pp. 131–139. IEEE Computer Society, Washington, DC, USA (2013)
Han, C., Sun, B., Ramamoorthi, R., Grinspun, E.: Frequency domain normal map filtering. ACM Transactions on Graphics (Proceedings of ACM SIGGRAPH 2007) 26(3) (2007)
Heidrich, W., Seidel, H.P.: View-independent environment maps. In: Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Workshop on Graphics Hardware, pp. 39–45 (1998)
Heitz, E., Neyret, F.: Representing appearance and pre-filtering subpixel data in sparse voxel octrees. In: Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics, EGGH-HPG’12, pp. 125–134 (2012)
Hensley, J., Scheuermann, T., Coombe, G., Singh, M., Lastra, A.: Fast summed-area table generation and its applications. Comp. Graph. Forum 24(3), 547–555 (2005)
Hu, W., Qin, K.: Interactive approximate rendering of reflections, refractions, and caustics. IEEE Trans. Visual. Comp. Graph. 13(1), 46–57 (2007)
Ihrke, I., Ziegler, G., Tevs, A., Theobalt, C., Magnor, M., Seidel, H.P.: Eikonal rendering: Efficient light transport in refractive objects. ACM Transactions on Graphics (Proceedings of ACM SIGGRAPH 2007) 26(3) (2007)
Jakob, W.: Numerically stable sampling of the von mises fisher distribution on \(s^2\) (and other tricks). Tech. rep., Cornel University (2012)
Kautz, J., Vázquez, P.P., Heidrich, W., Seidel, H.P.: Unified approach to prefiltered environment maps. In: Proceedings of the Eurographics Workshop on Rendering Techniques 2000, 185–196 (2000)
Laurijssen, J., Wang, R., Dutré, P., Brown, B.J.: Fast estimation and rendering of indirect highlights. Computer Graphics Forum (Proceedings of Eurographics Symposium on Rendering 2010)
Mardia, K.V., Jupp, P.E.: Directional statistics. Wiley series in probability and statistics. Wiley, Chichester (2000)
Mark, C., Křivánek, J.: Gpu-based importance sampling. In: Nguyen, H. (ed.) GPU Gems 3, pp. 459–475. Addison-Wesley Professional, Reading (2007)
Olano, M., Baker, D.: LEAN mapping. In: Proceedings of Symposium on Interactive 3D Graphics and Games 2010, pp. 181–188 (2010)
Oliveira, M.M., Brauwers, M.: Real-time refraction through deformable objects. In: Proceedings of Symposium on Interactive 3D Graphics and Games 2007, pp. 89–96 (2007)
Pharr, M., Humphreys, G.: Physically based rendering, second edition: from theory to implementation, 2nd edn. Morgan Kaufmann Publishers Inc., San Francisco, CA, USA (2010)
Ramamoorthi, R., Hanrahan, P.: An efficient representation for irradiance environment maps. In: Proceedings of ACM SIGGRAPH 2001, pp. 497–500. ACM, New York, NY, USA (2001)
de Rousiers, C., Bousseau, A., Subr, K., Holzschuch, N., Ramamoorthi, R.: Real-time rough refraction. In: Proceedings of Symposium on Interactive 3D Graphics and Games 2011, pp. 111–118 (2011)
de Rousiers, C., Bousseau, A., Subr, K., Holzschuch, N., Ramamoorthi, R.: Real-time rendering of rough refraction. IEEE Trans. Visual. Comp. Graph. 18(10), 1591–1602 (2012)
Schlick, C.: An inexpensive brdf model for physically-based rendering. Comp. Graph. Forum 13, 233–246 (1994)
Stam, J.: An illumination model for a skin layer bounded by rough surfaces. In: Proceedings of the 12th Eurographics Conference on Rendering, pp. 39–52. Eurographics Association, Aire-la-Ville, Switzerland, Switzerland (2001)
Sun, X., Zhou, K., Stollnitz, E., Shi, J., Guo, B.: Interactive relighting of dynamic refractive objects. ACM Transactions on Graphics (Proceedings of ACM SIGGRAPH 2008) 27(3), 35:1–35:9 (2008)
Tan, P., Lin, S., Quan, L., Guo, B., Shum, H.: Filtering and rendering of resolution-dependent reflectance models. IEEE Trans. Visual. Comp. Graph. 14(2), 412–425 (2008)
Tan, P., Lin, S., Quan, L., Guo, B., Shum, H.Y.: Multiresolution reflectance filtering. In: Proceedings of Eurographics Symposium on Rendering 2005, pp. 111–116. Aire-la-Ville, Switzerland, Switzerland (2005)
Toksvig, M.: Mipmapping normal maps. J. Graph. GPU Game Tools 10(3), 65–71 (2005)
Walter, B., Marschner, S.R., Li, H., Torrance, K.E.: Microfacet models for refraction through rough surfaces. In: Proceedings of Eurographics Symposium on Rendering 2007, 195–206 (2007)
Walter, B., Zhao, S., Holzschuch, N., Bala, K.: Single scattering in refractive media with triangle mesh boundaries. ACM Transactions on Graphics (Proceedings of ACM SIGGRAPH 2009) 28(3), 92:1–92:8 (2009)
Wang, J., Ren, P., Gong, M., Snyder, J., Guo, B.: All-frequency rendering of dynamic, spatially-varying reflectance. ACM Transactions on Graphics (Proceedings of ACM SIGGRAPH 2009) 28(5), 133:1–133:10 (2009)
Westin, S.H., Arvo, J.R., Torrance, K.E.: Predicting reflectance functions from complex surfaces. In: Proceedings of ACM SIGGRAPH 1992, pp. 255–264. ACM, New York, NY, USA (1992)
Wu, H., Dorsey, J., Rushmeier, H.: Characteristic point maps. Computer Graphics Forum (Proceedings of Eurographics Symposium on Rendering 2009) 28(4), 1227–1236 (2009)
Wu, H., Dorsey, J., Rushmeier, H.: Physically-based interactive bi-scale material design. ACM Transactions on Graphics (Proceedings of ACM SIGGRAPH Asia 2011) 30, 145:1–145:10 (2011)
Wyman, C.: An approximate image-space approach for interactive refraction. ACM Transactions on Graphics (Proceedings of ACM SIGGRAPH 2005) 24(3), 1050–1053 (2005)
Wyman, C.: Interactive image-space refraction of nearby geometry. In: Proceedings of GRAPHITE 2005, 205–211 (2005)
Yan, L.Q., Hašan, M., Jakob, W., Lawrence, J., Marschner, S., Ramamoorthi, R.: Rendering glints on high-resolution normal-mapped specular surfaces. ACM Transactions on Graphics (Proceedings of ACM SIGGRAPH 2014) 33(4), 116:1–116:9 (2014)
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
About this article
Cite this article
Guo, J., Pan, JG. Real-time rendering of refracting transmissive objects with multi-scale rough surfaces. Vis Comput 32, 1579–1592 (2016). https://doi.org/10.1007/s00371-015-1141-8
Published:
Issue Date:
DOI: https://doi.org/10.1007/s00371-015-1141-8