| 摘要: |
| 提出了一种从真实物体中提取纹理的方法.利用具有复杂纹理的参考球体作为被采样物体,计算其组成材质的BRDF(bidirectional reflectance distribution function)模型参数以及各点由不同材质构成的比例,形成一幅材质权重图.该图作为纹理映射到3D物体上后,配合BRDF模型参数进行渲染,形成一种适用于重光照(relighting)的纹理.被渲染物体可根据自身方位以及光源亮度/方位呈现出自然的光影变化,达到较为逼真的外观效果. |
| 关键词: 纹理映射 辐射度 双向反射分布函数 材质权重图 重光照 |
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| 基金项目:Supported by the National Basic Research Program of China under Grant No.2006CB303105 (国家重点基础研究发展计划(973)) |
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| Extracting Realistic Textures from Reference Spheres |
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ZHENG Zuo-Yong,MA Li-Zhuang,ZENG Zhou
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| Abstract: |
| A method for extracting realistic textures from real-world reference spheres is proposed in this paper. The BRDF (bidirectional reflectance distribution function) parameters of fundamental materials, as well as a material weight map for the sphere are obtained through a non-linear optimization process. The material weight map can be used as a conventional texture for relighting. With the BRDF models recovered, the rendered 3D objects can exhibit real and complex appearances with varying light direction/intensity, view point and surface orientations. |
| Key words: texture mapping radiance BRDF (bidirectional reflectance distribution function) material weight map relighting |