ABSTRACT
We introduce a new BSDF model for the rendering of porous layers, as found on surfaces covered by dust, rust, dirt, or sprayed paint. Our approach is based on a distribution of elliptical opaque micrograins, extending the Trowbridge-Reitz (GGX) distribution [Trowbridge and Reitz 1975; Walter et al. 2007] to handle pores (i.e., spaces between micrograins). We use distance field statistics to derive the corresponding Normal Distribution Function (NDF) and Geometric Attenuation Factor (GAF), as well as a view- and light-dependent filling factor to blend between the porous and base layers. All the derived terms show excellent agreement when compared against numerical simulations.
Our approach has several advantages compared to previous work [d’Eon et al. 2023; Merillou et al. 2000; Wang et al. 2022]. First, it decouples structural and reflectance parameters, leading to an analytical single-scattering formula regardless of the choice of micrograin reflectance. Second, we show that the classical texture maps (albedo, roughness, etc) used for spatially-varying material parameters are easily retargeted to work with our model. Finally, the BRDF parameters of our model behave linearly, granting direct multi-scale rendering using classical mip mapping.
Supplemental Material
Available for Download
In this supplemental archive, we provide a number of additional derivations and results for our micrograin BSDF model. # Mathematical derivations (supplemental.pdf) In this document, we provide all the mathematical details used to derive formula in the paper, additional validations and comparisons. # Additional results (param-variations.pdf) In this document, we explore the appearance of homogeneous versions of our material model along parameter dimensions. # ShaderToy programs We have put three (anonymized) ShaderToy programs online, one for each of the three scenes described in the paper - Mossy stones : https://www.shadertoy.com/view/cty3Dt - Dusty wood : https://www.shadertoy.com/view/DlG3Dt - Graffiti : https://www.shadertoy.com/view/cly3Dt We encourage readers to try the shaders for themselves (in fullscreen), and inspect the corresponding GLSL code (in the common tab for the material source code, and in the main tab for scene management). Controls are the same for all three shaders, as described in their descriptions. In the case of the Mossy Stone scene, the screen is split in two to compare between linear blending and our weighting, as in Figure 14 of the paper. We also provide video captures of all three shaders in action.
In this supplemental archive, we provide a number of additional derivations and results for our micrograin BSDF model. In supplemental.pdf, we provide all the mathematical details used to derive formula in the paper, additional validations and comparisons. In param-variations.pdf, we explore the appearance of homogeneous versions of our material model along parameter dimensions. We have put three ShaderToy programs online, one for each of the three scenes described in the paper - Mossy stones : https://www.shadertoy.com/view/cty3Dt - Dusty wood : https://www.shadertoy.com/view/DlG3Dt - Graffiti : https://www.shadertoy.com/view/cly3Dt We also provide video captures of all three shaders in action.
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Index Terms
- A Micrograin BSDF Model for the Rendering of Porous Layers
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