Predicting Visual Perception of Material Structure in Virtual Environments

dc.contributor.authorFilip, J.en_US
dc.contributor.authorVávra, R.en_US
dc.contributor.authorHavlíček, M.en_US
dc.contributor.authorKrupička, M.en_US
dc.contributor.editorChen, Min and Zhang, Hao (Richard)en_US
dc.date.accessioned2017-03-13T18:13:01Z
dc.date.available2017-03-13T18:13:01Z
dc.date.issued2017
dc.description.abstractOne of the most accurate yet still practical representation of material appearance is the Bidirectional Texture Function (BTF). The BTF can be viewed as an extension of Bidirectional Reflectance Distribution Function (BRDF) for additional spatial information that includes local visual effects such as shadowing, interreflection, subsurface‐scattering, etc. However, the shift from BRDF to BTF represents not only a huge leap in respect to the realism of material reproduction, but also related high memory and computational costs stemming from the storage and processing of massive BTF data. In this work, we argue that each opaque material, regardless of its surface structure, can be safely substituted by a BRDF without the introduction of a significant perceptual error when viewed from an appropriate distance. Therefore, we ran a set of psychophysical studies over 25 materials to determine so‐called critical viewing distances, i.e. the minimal distances at which the material spatial structure (texture) cannot be visually discerned. Our analysis determined such typical distances typical for several material categories often used in interior design applications. Furthermore, we propose a combination of computational features that can predict such distances without the need for a psychophysical study. We show that our work can significantly reduce rendering costs in applications that process complex virtual scenes.One of the most accurate yet still practical representation of material appearance is the Bidirectional Texture Function (BTF). The BTF can be viewed as an extension of Bidirectional Reflectance Distribution Function (BRDF) for additional spatial information that includes local visual effects such as shadowing, interreflection, subsurface‐scattering, etc. However, the shift from BRDF to BTF represents not only a huge leap in respect to the realism of material reproduction, but also related high memory and computational costs stemming from the storage and processing of massive BTF data. In this work, we argue that each opaque material, regardless of its surface structure, can be safely substituted by a BRDF without the introduction of a significant perceptual error when viewed from an appropriate distance. Therefore, we ran a set of psychophysical studies over 25 materials to determine so‐called critical viewing distances, i.e. the minimal distances at which the material spatial structure (texture) cannot be visually discerned. Our analysis determined such typical distances typical for several material categories often used in interior design applications.en_US
dc.description.number1
dc.description.sectionheadersArticles
dc.description.seriesinformationComputer Graphics Forum
dc.description.volume36
dc.identifier.doi10.1111/cgf.12789
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.12789
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf12789
dc.publisher© 2017 The Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectappearance modelling
dc.subjectreflectance & shading models
dc.subjectuser studies
dc.subjectBRDF
dc.subjectBTF
dc.subjectI.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism—Colour
dc.subjectshading
dc.subjectshadowing and texture
dc.titlePredicting Visual Perception of Material Structure in Virtual Environmentsen_US
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