• Title/Summary/Keyword: BRDF(Bidirectional Reflection Distribution, Function)

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Optical Multi-Normal Vector Based Iridescence BRDF Compression Method (광학적 다중 법선 벡터 기반 훈색(暈色)현상 BRDF 압축 기법)

  • Ryu, Sae-Woon;Lee, Sang-Hwa;Park, Jong-Il
    • Journal of KIISE:Computer Systems and Theory
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    • v.37 no.3
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    • pp.184-193
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    • 2010
  • This paper proposes a biological iridescence BRDF(Bidirectional Reflectance Distribution Function) compression and rendering method. In the graphics technology, iridescence sometimes is named structure colors. The main features of these symptoms are shown transform of color and brightness by varying viewpoint. Graphics technology to render this is the BRDF technology. The BRDF methods enable realistic representation of varying view direction, but it requires a lot of computing power because of large data. In this paper, we obtain reflection map from iridescence BRDF, analyze color of reflection map and propose representation method by several colorfully concentric circle. The one concentric circle represents beam width of reflection ray by one normal vector. In this paper, we synthesize rough concentric by using several virtually optical normal vectors. And we obtain spectrum information from concentric circles passing through the center point. The proposed method enables IBR(image based rendering) technique which results is realistic illuminance and spectrum distribution by one texture from reduced BRDF data within spectrum.

Comparing BRDF Models: Representation of Measured BRDF (BRDF 모델비교: 측정 BRDF의 표현을 중심으로)

  • Lee, Joo-Haeng;Kim, Sung-Soo;Park, Hyung-Jun
    • Korean Journal of Computational Design and Engineering
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    • v.14 no.5
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    • pp.346-354
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    • 2009
  • BRDF (bidirectional reflectance distribution function) is critical in realistic simulation of material appearances since it models the directional characteristics of reflection of light. Although many BRDF models have been proposed so far, it is still not easy to find one specific model that could represent all the reflection properties of real materials such as generalized diffusion, off-specular reflection, Fresnel effect, and back scattering. In this paper, we compare three BRDF models including B-spline volume BRDF (BVB), Cook-Torrance, and Lafortune in their ability to represent the measured BRDF data for physically-based rendering. We show that B-spline volume BRDF surpass the others in quality of data fitting and rendering, especially for materials without specular reflections.

A Study on the Influence of the Object's Reflectance on the Active Range Finder (물체의 반사성질이 능동형광센서에 미치는 영향에 관한 연구)

  • 이철원;나석주
    • Transactions of the Korean Society of Mechanical Engineers
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    • v.18 no.11
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    • pp.2944-2953
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    • 1994
  • Active range finders using laser beam have been widely used for the factory automation and quality assurance, but they may be unreliable if the object' slope is steep or its surface is specular. The reliability of an active range finder was analyzed for the variation of the reflected laser beam intensity. First, the properties of the object's reflection were modeled by using the bidirectional reflectance-distribution function(BRDF), and then the variation of the laser beam brightness was formulated for the different configuratioin of the object and sensor. The experimental data of the laser beam reflection were obtained for two materials, mild steel and stainless steel. The parameters of the proposed model were obtained by fitting the data of the mild steel to the model and it was found that the results calculated from the proposed model were in good agreement with the experimental data.

An Experimental Approach for Modeling the Appearance of Metallic Painted Surfaces (메탈릭 페인트로 코팅된 재질의 모델링 방법에 관한 연구)

  • Chowdhury, Mijanur Rahaman;Kim, Kang-Yeon;Yoo, Hyun-Jin;Ko, Kwang-Hee;Lee, Kwan-H.
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.1037-1044
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    • 2007
  • Metallic paint is one of the most widely used coating in automotive, cosmetic and other applications because of its well-known ability to give a product realistic look which creates widespread consumer appeal. But, this coating has complicated subsurface structure which includes pigments, flakes, and transparent clearcoat. Though various analytic reflection models are available to simulate appearance of various surfaces, it is difficult to select an appropriate reflection model with faithful parameters for simulating this coating due to the complex subsurface structure of metallic paints. This paper presents a framework for accurate modeling of metallic coating by determining an appropriate reflection model among various existing BRDF (Bidirectional Reflectance Distribution Function) models. The selection of the appropriate model is achieved by measuring BRDF of various metallic paint samples using a BRDF measuring device i.e. gonioreflectometer and fitting an existing model to the measured data. Then, this model is effectively realized by rendering metallic painted surfaces. We believe that this framework can serve as a guide for those who wants to render metallic painted surfaces accurately with analytic BRDF model without expending time on extracting BRDF data using gonioreflectometer from real metallic paint sample.

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Infrared Signature Analysis on a Flat Plate by Using the Spectral BRDF Data (파장별 BRDF 데이터를 이용한 평판의 적외선 복사휘도 특성 분석)

  • Choi, Jun-Hyuk;Kim, Dong-Geon;Kim, Jung-Ho;Kim, Tae-Kuk
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.38 no.6
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    • pp.577-585
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    • 2010
  • This paper is a part of developing a software that predicts the infrared signal emitted from a ground object by considering solar irradiation. The radiance emitted from a surface can be calculated by using the temperature and optical characteristics of the surface object. The bidirectional reflectance distribution function (BRDF) is defined as the ratio of reflected radiance to incident irradiance. It is a very important surface reflection property that decides the reflected radiance from the object. In this paper, the spectral radiance received by a remote sensor over the mid-wave infrared(MWIR), and the long-wave infrared(LWIR) regions are computed and compared each other for several different materials. The results show that the optical surface properties such as the BRDF and the emissivity of the object surface can play a major role in generating the infrared signatures of various objects, and the largest infrared signal may reach up to 10 times the smallest one when the infrared signals obtained from a flat plate with different surface conditions under the sun light.

The Influence of the Reflected Arc Light on Vision Sensors for Welding Process Autimation (물체의 반사성질이 용접자동화용 시각센서의 아크노이즈에 미치는 영향에 관한 연구)

  • 이철원;나석주
    • Journal of Welding and Joining
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    • v.13 no.1
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    • pp.115-126
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    • 1995
  • Vision sensors using the optical triangulation have been widely used for automatic welding systems in various ways, but their reliability is seriously affected by presence of the arc noise. The reliability of vision sensors was analyzed with variation of the arc noise by considering the reflectance of the base metal. first, the properties of the base metal's reflection were modelled by using the Bidirectional Reflectance-Distribution Function(BRDF), and then the variation of the reflected arc intensity was formulated for various configurations of the torch, base metal, and sensor. The experimental data of the gray level of the reflected arc light were obtained for two materials, mild steel and stainless steel. It was found that the results calculated from the proposed model were in good agreement with the experimental data.

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PBR(Physically based Render) simulation considered mathematical Fresnel model for Game Improvement (효율적 게임개선을 위한 프레넬수학모델의 PBR 시뮬레이션)

  • Kim, Seongdong
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.111-118
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    • 2016
  • This paper proposes the mathematical model of Fresnel effect used to illuminate and simulate a surface character model for defense game play. The term illumination is used to represent the process by which the amount of light reaching a surface character model used on game play is determined. The character surface shaders generally use a mathematical model to predict how light will reflect on triangles. The shading normally represents the methods used to determine the color and intensity of light reflected toward the viewer for each pixel representing the character surface model of the game. This model computes the reflection and transmission coefficients and compares simulated results to the Fresnel equations for the real game improvement.

Image based Shading Techniques for Surfaces with Irregular and Complex Textures Formed by Heterogeneous Materials (이종물질에 의해 복잡한 불규칙 무늬가 형성된 물체 표면의 영상 기반 셰이딩 기법)

  • Lee, Joo-Rim;Nam, Yang-Hee
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.1-9
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    • 2010
  • In this paper we present a shading technique for realistic rendering of the surfaces with irregular and complex textures using a single photograph. So far, most works have been using many photographs or special photographing equipment to render the surfaces with irregular and complex textures as well as dividing texture regions manually. We present an automatic selection method of the region segmentation techniques according to properties of materials. As our technique produces a reflectance model and the approximated Bidirectional Reflection Distribution Function(BRDF) parameters, it allows the recovery of the photometric properties of diffuse, specular, isotropic or anisotropic textured objects. Also it make it possible to present several synthetic images with novel lighting conditions and views.