Browsing by Author "Wilkie, Alexander"
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Item A Compact Representation for Fluorescent Spectral Data(The Eurographics Association, 2021) Hua, Qingqin; Fichet, Alban; Wilkie, Alexander; Bousseau, Adrien and McGuire, MorganWe propose a technique to efficiently importance sample and store fluorescent spectral data. Fluorescence behaviour is properly represented as a re-radiation matrix: for a given input wavelength, this matrix indicates how much energy is re-emitted at all other wavelengths. However, such a 2D representation has a significant memory footprint, especially when a scene contains a high number of fluorescent objects, or fluorescent textures. We propose to use Gaussian Mixture Domain to model re-radiation, which allows us to significantly reduce the memory footprint. Instead of storing the full matrix, we work with a set of Gaussian parameters that also allow direct importance sampling. When accuracy is a concern, one can still use the re-radiation matrix data, and just benefit from importance sampling provided by the Gaussian Mixture. Our method is useful when numerous fluorescent materials are present in a scene, an in particular for textures with fluorescent components.Item EUROGRAPHICS 2020: Short Papers Frontmatter(Eurographics Association, 2020) Wilkie, Alexander; Banterle, Francesco; Wilkie, Alexander and Banterle, FrancescoItem Microsurface Transformations(The Eurographics Association and John Wiley & Sons Ltd., 2022) Atanasov, Asen; Koylazov, Vladimir; Dimov, Rossen; Wilkie, Alexander; Ghosh, Abhijeet; Wei, Li-YiWe derive a general result in microfacet theory: given an arbitrary microsurface defined via standard microfacet statistics, we show how to construct the statistics of its linearly transformed counterparts. A common use case of such transformations is to generate anisotropic versions of a given surface. Traditional anisotropic derivations based on varying the roughness of an isotropic distribution in an ellipse have a general closed-form formula only for the subclass of shape-invariant distributions. While our formulation is equivalent to these specific constructs, it is more general in two aspects: it leads to simple closedform solutions for all distributions, including shape-variant ones, and works for all invertible 2D transform matrices. The latter is of particular importance in case of deformation of the macrosurface, since it can be approximated locally by a linear transformation in the tangent plane. We demonstrate our results using the Generalized Trowbridge-Reitz (GTR) distribution which is shape-invariant only in the special case of the popular Trowbridge-Reitz (GGX) distribution.Item Moment-based Constrained Spectral Uplifting(The Eurographics Association, 2021) Tódová, Lucia; Wilkie, Alexander; Fascione, Luca; Bousseau, Adrien and McGuire, MorganSpectral rendering is increasingly used in appearance-critical rendering workflows due to its ability to predict colour values under varying illuminants. However, directly modelling assets via input of spectral data is a tedious process: and if asset appearance is defined via artist-created textures, these are drawn in colour space, i.e. RGB. Converting these RGB values to equivalent spectral representations is an ambiguous problem, for which robust techniques have been proposed only comparatively recently. However, other than the resulting RGB values matching under the illuminant the RGB space is defined for (usually D65), these uplifting techniques do not provide the user with further control over the resulting spectral shape. We propose a method for constraining the spectral uplifting process so that for a finite number of input spectra that need to be preserved, it always yields the correct uplifted spectrum for the corresponding RGB value. Due to constraints placed on the uplifting process, target RGB values that are in close proximity to one another uplift to spectra within the same metameric family, so that textures with colour variations can be meaningfully uplifted. Renderings uplifted via our method show minimal discrepancies when compared to the original objects.Item A Multiscale Microfacet Model Based on Inverse Bin Mapping(The Eurographics Association and John Wiley & Sons Ltd., 2021) Atanasov, Asen; Wilkie, Alexander; Koylazov, Vladimir; Krivánek, Jaroslav; Mitra, Niloy and Viola, IvanAccurately controllable shading detail is a crucial aspect of realistic appearance modelling. Two fundamental building blocks for this are microfacet BRDFs, which describe the statistical behaviour of infinitely small facets, and normal maps, which provide user-controllable spatio-directional surface features. We analyse the filtering of the combined effect of a microfacet BRDF and a normal map. By partitioning the half-vector domain into bins we show that the filtering problem can be reduced to evaluation of an integral histogram (IH), a generalization of a summed-area table (SAT). Integral histograms are known for their large memory requirements, which are usually proportional to the number of bins. To alleviate this, we introduce Inverse Bin Maps, a specialised form of IH with a memory footprint that is practically independent of the number of bins. Based on these, we present a memory-efficient, production-ready approach for filtering of high resolution normal maps with arbitrary Beckmann flake roughness. In the corner case of specular normal maps (zero, or very small roughness values) our method shows similar convergence rates to the current state of the art, and is also more memory efficient.Item Neural Acceleration of Scattering-Aware Color 3D Printing(The Eurographics Association and John Wiley & Sons Ltd., 2021) Rittig, Tobias; Sumin, Denis; Babaei, Vahid; Didyk, Piotr; Voloboy, Alexey; Wilkie, Alexander; Bickel, Bernd; Myszkowski, Karol; Weyrich, Tim; Krivánek, Jaroslav; Mitra, Niloy and Viola, IvanWith the wider availability of full-color 3D printers, color-accurate 3D-print preparation has received increased attention. A key challenge lies in the inherent translucency of commonly used print materials that blurs out details of the color texture. Previous work tries to compensate for these scattering effects through strategic assignment of colored primary materials to printer voxels. To date, the highest-quality approach uses iterative optimization that relies on computationally expensive Monte Carlo light transport simulation to predict the surface appearance from subsurface scattering within a given print material distribution; that optimization, however, takes in the order of days on a single machine. In our work, we dramatically speed up the process by replacing the light transport simulation with a data-driven approach. Leveraging a deep neural network to predict the scattering within a highly heterogeneous medium, our method performs around two orders of magnitude faster than Monte Carlo rendering while yielding optimization results of similar quality level. The network is based on an established method from atmospheric cloud rendering, adapted to our domain and extended by a physically motivated weight sharing scheme that substantially reduces the network size. We analyze its performance in an end-to-end print preparation pipeline and compare quality and runtime to alternative approaches, and demonstrate its generalization to unseen geometry and material values. This for the first time enables full heterogenous material optimization for 3D-print preparation within time frames in the order of the actual printing time.Item Wide Gamut Spectral Upsampling with Fluorescence(The Eurographics Association and John Wiley & Sons Ltd., 2019) Jung, Alisa; Wilkie, Alexander; Hanika, Johannes; Jakob, Wenzel; Dachsbacher, Carsten; Boubekeur, Tamy and Sen, PradeepPhysically based spectral rendering has become increasingly important in recent years. However, asset textures in such systems are usually still drawn or acquired as RGB tristimulus values. While a number of RGB to spectrum upsampling techniques are available, none of them support upsampling of all colours in the full spectral locus, as it is intrinsically bigger than the gamut of physically valid reflectance spectra. But with display technology moving to increasingly wider gamuts, the ability to achieve highly saturated colours becomes an increasingly important feature. Real materials usually exhibit smooth reflectance spectra, while computationally generated spectra become more blocky as they represent increasingly bright and saturated colours. In print media, plastic or textile design, fluorescent dyes are added to extend the boundaries of the gamut of reflectance spectra. We follow the same approach for rendering: we provide a method which, given an input RGB tristimulus value, automatically provides a mixture of a regular, smooth reflectance spectrum plus a fluorescent part. For highly saturated input colours, the combination yields an improved reconstruction compared to what would be possible relying on a reflectance spectrum alone. At the core of our technique is a simple parametric spectral model for reflectance, excitation, and emission that allows for compact storage and is compatible with texture mapping. The model can then be used as a fluorescent diffuse component in an existing more complex BRDF model. We also provide importance sampling routines for practical application in a path tracer.Item A Wide Spectral Range Sky Radiance Model(The Eurographics Association and John Wiley & Sons Ltd., 2022) Vévoda, Petr; Bashford-Rogers, Tom; Kolářová, Monika; Wilkie, Alexander; Umetani, Nobuyuki; Wojtan, Chris; Vouga, EtiennePre-computed models of sky radiance are a tool to rapidly determine incident solar irradiance in applications as diverse as movie VFX, lighting simulation for architecture, experimental biology, and flight simulators. Several such models exist, but most provide data only for the visible range and, in some cases, for the near-UV. But for accurate simulations of photovoltaic plant yield and the thermal properties of buildings, a pre-computed reference sky model which covers the entire spectral range of terrestrial solar irradiance is needed: and this range is considerably larger than what extant models provide. We deliver this, and for a ground-based observer provide the three components of sky dome radiance, atmospheric transmittance, and polarisation. We also discuss the additional aspects that need to be taken into consideration when including the near-infrared in such a model. Additionally, we provide a simple standalone C++ implementation as well as an implementation with a GUI.