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1.
Nat Mater ; 21(9): 1035-1041, 2022 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-35590040

RESUMO

Nanostructured materials have recently emerged as a promising approach for material appearance design. Research has mainly focused on creating structural colours by wave interference, leaving aside other important aspects that constitute the visual appearance of an object, such as the respective weight of specular and diffuse reflectances, object macroscopic shape, illumination and viewing conditions. Here we report the potential of disordered optical metasurfaces to harness visual appearance. We develop a multiscale modelling platform for the predictive rendering of macroscopic objects covered by metasurfaces in realistic settings, and show how nanoscale resonances and mesoscale interferences can be used to spectrally and angularly shape reflected light and thus create unusual visual effects at the macroscale. We validate this property with realistic synthetic images of macroscopic objects and centimetre-scale samples observable with the naked eye. This framework opens new perspectives in many branches of fine and applied visual arts.

2.
IEEE Trans Vis Comput Graph ; 23(5): 1428-1441, 2017 05.
Artigo em Inglês | MEDLINE | ID: mdl-28129161

RESUMO

We introduce analytic approximations for accurate real-time rendering of surfaces lit by non-occluded area light sources. Our solution leverages the Irradiance Tensors developed by Arvo for the shading of Phong surfaces lit by a polygonal light source. Using a reformulation of the 1D boundary edge integral, we develop a general framework for approximating and evaluating the integral in constant time using simple peak shape functions. To overcome the Phong restriction, we propose a low cost edge splitting strategy that accounts for the spherical warp introduced by the half vector parametrization. Thanks to this novel extension, we accurately approximate common microfacet BRDFs, providing a practical method producing specular stretches that closely match the ground truth in real-time. Finally, using the same approximation framework, we introduce support for spherical and disc area light sources, based on an original polygon spinning method supporting non-uniform scaling operations and horizon clipping. Implemented on a GPU, our method achieves real-time performances without any assumption on area light shape nor surface roughness.

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