Standard

2-1/2D texture mapping : Real-time perceptual surface roughening. / Pont, Sylvia C.; Sen, Pradeep; Hanrahan, Pat.

Proceedings - APGV 2007: Symposium on Applied Perception in Graphics and Visualization. Vol. 253 2007. p. 69-72.

Research output: Chapter in Book/Conference proceedings/Edited volumeConference contributionScientificpeer-review

Harvard

Pont, SC, Sen, P & Hanrahan, P 2007, 2-1/2D texture mapping: Real-time perceptual surface roughening. in Proceedings - APGV 2007: Symposium on Applied Perception in Graphics and Visualization. vol. 253, pp. 69-72, APGV 2007: 4th Symposium on Applied Perception in Graphics and Visualization, Tubingen, Germany, 25/05/07. https://doi.org/10.1145/1272582.1272595

APA

Pont, S. C., Sen, P., & Hanrahan, P. (2007). 2-1/2D texture mapping: Real-time perceptual surface roughening. In Proceedings - APGV 2007: Symposium on Applied Perception in Graphics and Visualization (Vol. 253, pp. 69-72) https://doi.org/10.1145/1272582.1272595

Vancouver

Pont SC, Sen P, Hanrahan P. 2-1/2D texture mapping: Real-time perceptual surface roughening. In Proceedings - APGV 2007: Symposium on Applied Perception in Graphics and Visualization. Vol. 253. 2007. p. 69-72 https://doi.org/10.1145/1272582.1272595

Author

Pont, Sylvia C. ; Sen, Pradeep ; Hanrahan, Pat. / 2-1/2D texture mapping : Real-time perceptual surface roughening. Proceedings - APGV 2007: Symposium on Applied Perception in Graphics and Visualization. Vol. 253 2007. pp. 69-72

BibTeX

@inproceedings{c1cae5550c234f4c8a0650a966ad52d9,
title = "2-1/2D texture mapping: Real-time perceptual surface roughening",
abstract = "We applied fundamental perceptual and physico-mathematical studies to a fast method for luminance remapping of 2D texture maps which enhances perceived surface roughness in comparison with conventional 2D texture mapping. The fundamental physical mechanism underlying the method is the fact that texture contrast increases as the incident illumination tends towards grazing for rough matte surfaces, actually exploding near the shadow edge [Pont and Koenderink 2005]. A psychophysical study by Ho et al. [Ho et al. 2006] confirmed that human observers use texture contrast as a cue for relief-depth or surface roughness. Thus, 2D texture-mapped objects will appear to have a rougher surface if the texture contrast is increased as a function of the local illumination angle. In particular, we increase the bidirectional texture contrast in close accordance with the contrast gradients measured for real objects with rough surfaces. The method presented works well for random textures of locally-matte surfaces if the original texture does not have a contrast that is too high. This modification is in addition to the usual attenuation of the surface irradiance due to the angle of the incident illumination and the computational costs of the technique are similar to that of conventional diffuse shading. This low cost makes it straightforward to implement the technique with real-time shaders which allow interactive rendering on modern graphics hardware.",
keywords = "BTCF, BTF, Luminance remapping, Material, Texture",
author = "Pont, {Sylvia C.} and Pradeep Sen and Pat Hanrahan",
year = "2007",
doi = "10.1145/1272582.1272595",
language = "English",
isbn = "159593670X",
volume = "253",
pages = "69--72",
booktitle = "Proceedings - APGV 2007: Symposium on Applied Perception in Graphics and Visualization",
note = "APGV 2007: 4th Symposium on Applied Perception in Graphics and Visualization ; Conference date: 25-05-2007 Through 27-05-2007",

}

RIS

TY - GEN

T1 - 2-1/2D texture mapping

T2 - APGV 2007: 4th Symposium on Applied Perception in Graphics and Visualization

AU - Pont, Sylvia C.

AU - Sen, Pradeep

AU - Hanrahan, Pat

PY - 2007

Y1 - 2007

N2 - We applied fundamental perceptual and physico-mathematical studies to a fast method for luminance remapping of 2D texture maps which enhances perceived surface roughness in comparison with conventional 2D texture mapping. The fundamental physical mechanism underlying the method is the fact that texture contrast increases as the incident illumination tends towards grazing for rough matte surfaces, actually exploding near the shadow edge [Pont and Koenderink 2005]. A psychophysical study by Ho et al. [Ho et al. 2006] confirmed that human observers use texture contrast as a cue for relief-depth or surface roughness. Thus, 2D texture-mapped objects will appear to have a rougher surface if the texture contrast is increased as a function of the local illumination angle. In particular, we increase the bidirectional texture contrast in close accordance with the contrast gradients measured for real objects with rough surfaces. The method presented works well for random textures of locally-matte surfaces if the original texture does not have a contrast that is too high. This modification is in addition to the usual attenuation of the surface irradiance due to the angle of the incident illumination and the computational costs of the technique are similar to that of conventional diffuse shading. This low cost makes it straightforward to implement the technique with real-time shaders which allow interactive rendering on modern graphics hardware.

AB - We applied fundamental perceptual and physico-mathematical studies to a fast method for luminance remapping of 2D texture maps which enhances perceived surface roughness in comparison with conventional 2D texture mapping. The fundamental physical mechanism underlying the method is the fact that texture contrast increases as the incident illumination tends towards grazing for rough matte surfaces, actually exploding near the shadow edge [Pont and Koenderink 2005]. A psychophysical study by Ho et al. [Ho et al. 2006] confirmed that human observers use texture contrast as a cue for relief-depth or surface roughness. Thus, 2D texture-mapped objects will appear to have a rougher surface if the texture contrast is increased as a function of the local illumination angle. In particular, we increase the bidirectional texture contrast in close accordance with the contrast gradients measured for real objects with rough surfaces. The method presented works well for random textures of locally-matte surfaces if the original texture does not have a contrast that is too high. This modification is in addition to the usual attenuation of the surface irradiance due to the angle of the incident illumination and the computational costs of the technique are similar to that of conventional diffuse shading. This low cost makes it straightforward to implement the technique with real-time shaders which allow interactive rendering on modern graphics hardware.

KW - BTCF

KW - BTF

KW - Luminance remapping

KW - Material

KW - Texture

UR - http://www.scopus.com/inward/record.url?scp=36849026858&partnerID=8YFLogxK

U2 - 10.1145/1272582.1272595

DO - 10.1145/1272582.1272595

M3 - Conference contribution

AN - SCOPUS:36849026858

SN - 159593670X

SN - 9781595936707

VL - 253

SP - 69

EP - 72

BT - Proceedings - APGV 2007: Symposium on Applied Perception in Graphics and Visualization

Y2 - 25 May 2007 through 27 May 2007

ER -

ID: 6806548