Abstract
Bidirectional texture function (BTF) provides a realistic representation for real-world materials; however, the representation does not allow users to append additional rendering effects to the BTF data in a simple and effective way. In this paper, we present an approach for generating the painted appearance on a material that is represented by a BTF. We first convert a BTF into a physical representation composed of a height-field and a spatially varying bidirectional reflectance distribution function (SVBRDF). This representation allows us to simulate the appearance of paints on the surface of a material by computing the reflectance and the height field of the painted material. During rendering, we combine an existing BTF rendering approach and the modified material data to simulate the painted appearance of the BTF materials. Our experiments show that the proposed approach can simulate the painted appearance of a material while preserving the characteristic appearance of the original BTF. Our approach is mainly suitable for less specular BTF materials that allow depth reconstruction.
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Notes
Although a luminance-weighted average is used in [10], we found the fitting result is better when a uniformly-weighted average is used.
The local PCA method rearranges the BTF data into a BRDF-wise arrangement, and then performs clustering and principle component analysis (PCA) iteratively to compress the data. The compressed data would be a cluster map, a PCA weight map, and the eigenvectors for each cluster. These are stored as 2D or 3D textures for the rendering process. We applied this method to render the unpainted part of the object surface.
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Chen, TE., Huang, TS., Lin, WC. et al. Simulating painted appearance of BTF materials. Multimed Tools Appl 77, 7153–7169 (2018). https://doi.org/10.1007/s11042-017-4626-9
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DOI: https://doi.org/10.1007/s11042-017-4626-9