JF_Aidan_Pryde
Regular
I worked through one of the tutorials on GPU Gems 2. It's titled "Approxmiate bi-directional texture functions", by Jan Kautz.
It's discussed in his paper "Decoupling BRDFs from Surface Mesostructures", which is easily found on google.
Basically, it involves taking a series of photos of a material at differnet lighting angles and using the series of photos to form a 3D texture. During rendering, the phong equation is evaluated and the photo with the closest average brightness is chosen as the texture to be sampled. In a way, it's using a dozen of the same textures (but lit under different conditions) to do texturing rather than one.
I followed the idea, make the 3D texture, loaded into Rendermonkey and modified the Phong shader to do texture sampling from a texture volume. It worked and it's pretty cool. But there are some issues.
First a comparison between Phong lit texture mapping vs. bi-directional texture functions:
Phong
-------
BTF
----
As you can see the grooves on the cloth is much more pronounced and the image is brighter overall. You can also almost get a 'feel' for the texture, which is always nice.
At certain angles however, the moire is intolerable:
This is what happens if I try to apply filtering in rendermonkey:
It garbles up everything.
It's discussed in his paper "Decoupling BRDFs from Surface Mesostructures", which is easily found on google.
Basically, it involves taking a series of photos of a material at differnet lighting angles and using the series of photos to form a 3D texture. During rendering, the phong equation is evaluated and the photo with the closest average brightness is chosen as the texture to be sampled. In a way, it's using a dozen of the same textures (but lit under different conditions) to do texturing rather than one.
I followed the idea, make the 3D texture, loaded into Rendermonkey and modified the Phong shader to do texture sampling from a texture volume. It worked and it's pretty cool. But there are some issues.
First a comparison between Phong lit texture mapping vs. bi-directional texture functions:
Phong
-------
BTF
----
As you can see the grooves on the cloth is much more pronounced and the image is brighter overall. You can also almost get a 'feel' for the texture, which is always nice.
At certain angles however, the moire is intolerable:
This is what happens if I try to apply filtering in rendermonkey:
It garbles up everything.
Last edited by a moderator: