Real-Time Rendering——9.9.4 Rough-Surface Subsurface Models粗糙表面地下模型

As part of the Disney principled shading model, Burley [214] included a diffuse BRDF term designed to include roughness effects and match measured materials:

作为迪士尼原则性阴影模型的一部分,Burley [214]包括了一个漫射BRDF项,旨在包括粗糙度效果和匹配测量材料:

where 其中

and α is the specular roughness. In the case of anisotropy, an intermediate value between αx and αy is used. This equation is often referred to as the Disney diffuse model.

α是镜面粗糙度。在各向异性的情况下,使用αx和αy之间的中间值。这个方程通常被称为迪士尼漫射模型。

The subsurface term fss is inspired by the Hanrahan-Krueger BRDF [662] and intended as an inexpensive replacement for global subsurface scattering on distant objects. The diffuse model blends between fss and the fd rough diffuse term based on the user-controlled parameter kss.

地下术语fss受Hanrahan-Krueger BRDF [662]的启发,旨在作为远距离物体的全球地下散射的廉价替代品。漫射模型根据用户控制的参数kss混合fss和fd粗糙漫射项。

The Disney diffuse model has been used for films [214], as well as games [960] (though without the subsurface term). The full Disney diffuse BRDF also includes a sheen term, which is intended primarily for modeling fabrics, but also helps compensate for the energy lost due to the lack of a multiple-bounce specular term. The Disney sheen term will be discussed in Section 9.10. Several years later, Burley presented [215] an updated model designed to integrate with global subsurface scattering rendering techniques.

迪士尼漫射模型已经用于电影[214]和游戏[960](尽管没有地下术语)。完整的迪士尼漫反射BRDF还包括一个光泽项,主要用于建模织物,但也有助于补偿由于缺少多次反弹镜面反射项而损失的能量。迪士尼希恩术语将在第9.10节讨论。几年后,Burley提出了[215]一个更新的模型,旨在整合全球地下散射渲染技术。

Since the Disney diffuse model uses the same roughness as the specular BRDF term, it may have difficulties modeling certain materials. See Figure 9.40. However, it would be a trivial modification to use a separate diffuse roughness value.

由于迪士尼漫反射模型使用与镜面BRDF项相同的粗糙度,它可能难以对某些材质建模。参见图9.40。然而,使用单独的漫射粗糙度值是一个微不足道的修改。

Most other rough-surface diffuse BRDFs have been developed using microfacet theory, with various different choices for the NDF D, micro-BRDF fμ, and maskingshadowing function G2. The most well-known of these models was proposed by Oren and Nayar [1337]. The Oren-Nayar BRDF uses a Lambertian micro-BRDF, a spherical Gaussian NDF, and the Torrance-Sparrow “V-cavity” masking-shadowing function.The full form of the BRDF models one secondary bounce. Oren and Nayar also included a simplified “qualitative” model in their paper. Several improvements to the Oren-Nayar model have been proposed over the years, including optimizations [573],tweaks to make the “qualitative” model more closely resemble the full model without increasing its cost [504], and changing the micro-BRDF to a more accurate smoothsurface diffuse model [574, 1899].

大多数其他粗糙表面漫射BRDF是使用微表面理论开发的,对NDF D、微BRDF fμ和屏蔽遮蔽函数G2有各种不同的选择。这些模型中最著名的是由柳文欢和纳亚尔提出的[1337]。柳文欢-纳亚尔BRDF使用朗伯微BRDF、球形高斯NDF和托兰斯-斯派洛“V型腔”遮蔽函数。BRDF的完整形式模拟一次二次反弹。柳文欢和纳亚尔在他们的论文中还包括了一个简化的“定性”模型。多年来,对柳文欢-纳亚尔模型提出了一些改进,包括优化[573],调整以使“定性”模型更接近完整模型而不增加其成本[504],以及将微BRDF改为更精确的光滑表面漫射模型[574,1899]。

The Oren-Nayar model assumes a microsurface with quite different normal distribution and masking-shadowing functions than those used in current specular models. Two diffuse microfacet models were derived using the isotropic GGX NDF and heightcorrelated Smith masking-shadowing function. The first model, by Gotanda [574], is the result of numerically integrating the general microfacet equation (Equation 9.26), using as the micro-BRDF the specular coupled diffuse term in Equation 9.64. An analytic function was then fitted to the numerically integrated data. Gotanda’s BRDF does not account for interreflections between facets, and the fitted function is relatively complex. 

柳文欢-纳亚尔模型假设微表面具有与当前镜面模型中使用的完全不同的正态分布和掩蔽-遮蔽函数。利用各向同性的GGX NDF和高度相关的Smith遮蔽函数导出了两个扩散微界面模型。Gotanda [574]的第一个模型是对一般微法方程(方程9.26)进行数值积分的结果,使用方程9.64中的镜面耦合漫射项作为微BRDF。然后对数值积分数据拟合一个解析函数。Gotanda的BRDF没有考虑小平面之间的相互反射,并且拟合函数相对复杂。

Using the same NDF, masking-shadowing function, and micro-BRDF as Gotanda, Hammon [657] simulates the BRDF numerically, including interreflections. He shows that interreflections are important for this microfacet configuration, representing as much as half of the total reflectance for rougher surfaces. However, the second bounce contains almost all of the missing energy, so Hammon uses data from a two-bounce simulation. Also, likely because the addition of interreflections smoothed out the data,Hammon was able to fit a fairly simple function to the simulation results:

Hammon [657]使用与Gotanda相同的NDF、掩蔽-遮蔽函数和微BRDF,对BRDF进行了数值模拟,包括相互反射。他指出,内反射对这种微界面结构很重要,在粗糙表面上,内反射占总反射的一半。然而,第二次反弹包含了几乎所有丢失的能量,所以Hammon使用了来自两次反弹模拟的数据。此外,可能是因为增加了相互反射使数据变得平滑,Hammon能够用一个相当简单的函数来拟合模拟结果:

where 

and αg is the GGX specular roughness. For clarity, the terms here have been factored slightly differently than in Hammon’s presentation. Note that fsmooth is the coupled diffuse BRDF from Equation 9.64 without the ρss/π factor, since this is multiplied in Equation 9.68. Hammon discusses “hybrid” BRDFs that substitute other smoothsurface diffuse BRDFs for fsmooth, to increase performance or improve compatibility with assets authored under older models. 

αg是GGX镜面粗糙度。为了清楚起见,这里的术语与Hammon的演示略有不同。注意,fsmooth是方程9.64中的耦合扩散BRDF,没有ρss/π因子,因为它在方程9.68中被相乘。Hammon讨论了“混合”brdf,它用其他平滑表面漫射brdf代替fsmooth,以提高性能或改善与在旧模型下创作的资源的兼容性。

Overall, Hammon’s diffuse BRDF is inexpensive and is based on sound theoretical principles, although he did not show comparisons with measured data. One caveat is that the assumption that surface irregularities are larger than scattering distances is fundamental to the derivation of the BRDF, which may limit the types of materials it can accurately model. See Figure 9.40.

总的来说,Hammon的扩散型BRDF并不昂贵,而且是基于合理的理论原理,尽管他没有展示与测量数据的比较。一个警告是,表面不规则性大于散射距离的假设是推导BRDF的基础,这可能会限制它可以精确建模的材料类型。参见图9.40。

The simple Lambertian term shown in Equation 9.61 is still implemented by many real-time rendering applications. Besides the Lambertian term’s low computational cost, it is easier to use with indirect and baked lighting than other diffuse models, and the visual differences between it and more sophisticated models are often subtle [251,861]. Nevertheless, the continuing quest for photorealism is driving an increase in the use of more accurate models.

等式9.61中所示的简单朗伯项仍由许多实时渲染应用程序实现。除了朗伯项的低计算成本之外,与其他漫反射模型相比,它更容易与间接照明和烘焙照明一起使用,并且它与更复杂的模型之间的视觉差异通常很微妙[251,861]。然而,对照片真实感的持续追求正在推动更多更精确模型的使用。

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 打赏
    打赏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包

打赏作者

椰子糖莫莫

你的鼓励将是我创作的最大动力

¥1 ¥2 ¥4 ¥6 ¥10 ¥20
扫码支付:¥1
获取中
扫码支付

您的余额不足,请更换扫码支付或充值

打赏作者

实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值