Analytic Tangent Irradiance Environment Maps for Anisotropic Surfaces
dc.contributor.author | Mehta, Soham Uday | en_US |
dc.contributor.author | Ramamoorthi, Ravi | en_US |
dc.contributor.author | Meyer, Mark | en_US |
dc.contributor.author | Hery, Christophe | en_US |
dc.contributor.editor | Fredo Durand and Diego Gutierrez | en_US |
dc.date.accessioned | 2015-02-28T07:36:03Z | |
dc.date.available | 2015-02-28T07:36:03Z | |
dc.date.issued | 2012 | en_US |
dc.description.abstract | Environment-mapped rendering of Lambertian isotropic surfaces is common, and a popular technique is to use a quadratic spherical harmonic expansion. This compact irradiance map representation is widely adopted in interactive applications like video games. However, many materials are anisotropic, and shading is determined by the local tangent direction, rather than the surface normal. Even for visualization and illustration, it is increasingly common to define a tangent vector field, and use anisotropic shading. In this paper, we extend spherical harmonic irradiance maps to anisotropic surfaces, replacing Lambertian reflectance with the diffuse term of the popular Kajiya-Kay model. We show that there is a direct analogy, with the surface normal replaced by the tangent. Our main contribution is an analytic formula for the diffuse Kajiya-Kay BRDF in terms of spherical harmonics; this derivation is more complicated than for the standard diffuse lobe. We show that the terms decay even more rapidly than for Lambertian reflectance, going as l??3, where l is the spherical harmonic order, and with only 6 terms (l | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.volume | 31 | |
dc.identifier.doi | 10.1111/j.1467-8659.2012.03146.x | |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | https://doi.org/10.1111/j.1467-8659.2012.03146.x | en_US |
dc.publisher | The Eurographics Association and Blackwell Publishing Ltd. | en_US |
dc.subject | I.3.3 [Computer Graphics] | en_US |
dc.subject | Picture/Image Generation | en_US |
dc.subject | en_US | |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | shading | en_US |
dc.title | Analytic Tangent Irradiance Environment Maps for Anisotropic Surfaces | en_US |