Extending LEAN Mapping to Subsurface Scattering

Detalhes bibliográficos
Autor(a) principal: Tiago André da Silva Vila Verde
Data de Publicação: 2015
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://hdl.handle.net/10216/89164
Resumo: The goal of this thesis is to extend LEAN Mapping to incorporate the Subsurface Scattering effect which exists on translucent materials, such as marble or skin, while producing a model that is sufficiently simple in order to be easily incorporated into current art assets and pipelines. For the success of this project it is therefore important to know what is the current state of shading models in terms of the subsurface scattering effect, as well as what is LEAN mapping and how it can be incorporated into popular models. This document provides an overview of the most important concepts for such an understanding. Typically, a subsurface scattering effect is obtained by blurring the diffuse texture, however, previous works have found that by having each individual RGB normal pointing in different directions, it is possible to achieve a realistic scattering effect. This means that it could, potentially, be possible to apply those blurs to normal maps and have similar results. By applying it to the LEAN maps, we can further refine the process to include more detailed specular highlights. This can be done by having a deferred rendering approach and applying the blur to the G-Buffer. However, object curvature can be important depending on how curved the object is and how deep the light penetrates. By projecting onto a common plane, it is possible to capture that information and the blur can then be applied. Result comparison with previous works shows the elimination of some artifacts. Nevertheless, in frame rate terms, there is a significant decrease in performance, attributed to the number of textures being blurred. On average, rendering a frame takes about four times longer. In short, the work presented in this document is valid and shows some promise in subsurface scattering contexts, however, it can certainly be improved in the future.
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spelling Extending LEAN Mapping to Subsurface ScatteringEngenharia electrotécnica, electrónica e informáticaElectrical engineering, Electronic engineering, Information engineeringThe goal of this thesis is to extend LEAN Mapping to incorporate the Subsurface Scattering effect which exists on translucent materials, such as marble or skin, while producing a model that is sufficiently simple in order to be easily incorporated into current art assets and pipelines. For the success of this project it is therefore important to know what is the current state of shading models in terms of the subsurface scattering effect, as well as what is LEAN mapping and how it can be incorporated into popular models. This document provides an overview of the most important concepts for such an understanding. Typically, a subsurface scattering effect is obtained by blurring the diffuse texture, however, previous works have found that by having each individual RGB normal pointing in different directions, it is possible to achieve a realistic scattering effect. This means that it could, potentially, be possible to apply those blurs to normal maps and have similar results. By applying it to the LEAN maps, we can further refine the process to include more detailed specular highlights. This can be done by having a deferred rendering approach and applying the blur to the G-Buffer. However, object curvature can be important depending on how curved the object is and how deep the light penetrates. By projecting onto a common plane, it is possible to capture that information and the blur can then be applied. Result comparison with previous works shows the elimination of some artifacts. Nevertheless, in frame rate terms, there is a significant decrease in performance, attributed to the number of textures being blurred. On average, rendering a frame takes about four times longer. In short, the work presented in this document is valid and shows some promise in subsurface scattering contexts, however, it can certainly be improved in the future.2015-07-152015-07-15T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttps://hdl.handle.net/10216/89164TID:201321637engTiago André da Silva Vila Verdeinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-29T15:59:33Zoai:repositorio-aberto.up.pt:10216/89164Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T00:36:20.622669Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Extending LEAN Mapping to Subsurface Scattering
title Extending LEAN Mapping to Subsurface Scattering
spellingShingle Extending LEAN Mapping to Subsurface Scattering
Tiago André da Silva Vila Verde
Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
title_short Extending LEAN Mapping to Subsurface Scattering
title_full Extending LEAN Mapping to Subsurface Scattering
title_fullStr Extending LEAN Mapping to Subsurface Scattering
title_full_unstemmed Extending LEAN Mapping to Subsurface Scattering
title_sort Extending LEAN Mapping to Subsurface Scattering
author Tiago André da Silva Vila Verde
author_facet Tiago André da Silva Vila Verde
author_role author
dc.contributor.author.fl_str_mv Tiago André da Silva Vila Verde
dc.subject.por.fl_str_mv Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
topic Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
description The goal of this thesis is to extend LEAN Mapping to incorporate the Subsurface Scattering effect which exists on translucent materials, such as marble or skin, while producing a model that is sufficiently simple in order to be easily incorporated into current art assets and pipelines. For the success of this project it is therefore important to know what is the current state of shading models in terms of the subsurface scattering effect, as well as what is LEAN mapping and how it can be incorporated into popular models. This document provides an overview of the most important concepts for such an understanding. Typically, a subsurface scattering effect is obtained by blurring the diffuse texture, however, previous works have found that by having each individual RGB normal pointing in different directions, it is possible to achieve a realistic scattering effect. This means that it could, potentially, be possible to apply those blurs to normal maps and have similar results. By applying it to the LEAN maps, we can further refine the process to include more detailed specular highlights. This can be done by having a deferred rendering approach and applying the blur to the G-Buffer. However, object curvature can be important depending on how curved the object is and how deep the light penetrates. By projecting onto a common plane, it is possible to capture that information and the blur can then be applied. Result comparison with previous works shows the elimination of some artifacts. Nevertheless, in frame rate terms, there is a significant decrease in performance, attributed to the number of textures being blurred. On average, rendering a frame takes about four times longer. In short, the work presented in this document is valid and shows some promise in subsurface scattering contexts, however, it can certainly be improved in the future.
publishDate 2015
dc.date.none.fl_str_mv 2015-07-15
2015-07-15T00:00:00Z
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