Abstract

Acquiring accurate scattering properties is important for rendering translucent materials. In particular, the phase function, which determines the distribution of scattering directions, plays a significant role in the appearance of a material. We propose a distinctive scattering theory that approximates the effect of single scattering to acquire the non-parametric phase function from a single image. Furthermore, in various experiments, we measured the phase functions from several real diluted media and rendered images of these materials to evaluate the effectiveness of our theory.

Highlights

  • Achieving realism is one of the main goals in the field of computer graphics (CG)

  • The measured phase functions are different for each medium; the differences arising from the color for one medium are relatively small but still cannot be ignored

  • While all indicate strong forward scattering, the shape of the phase function is different for each medium

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Summary

Introduction

An effective way to create realistic CG is to reproduce the optical properties of materials, such as reflection and scattering. Reflection effects are represented using the bidirectional reflectance distribution function (BRDF) which describes the distribution of reflected light with respect to incident light. For translucent materials, scattering effects are significant in representing their appearance when rendering [1, 2] and editing. Scattering effects are represented using three parameters: the extinction coefficient, the scattering coefficient, and the scattering phase function. The extinction coefficient describes the ratio of light attenuation due to scattering or absorption in translucent materials. The scattering coefficient describes the ratio of scattering of the attenuating light. The scattering phase function describes the angular distribution of scattered light. In creating realistic CG, it is important to acquire the optical properties of real materials

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