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Layering Displaced Materials with Thickness, Accumulation, and Size✱

Published: 05 August 2023 Publication History
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  • Abstract

    This paper contains four contributions: (1) a physically plausible displacement [Cook et al. 1987; Cook 1984] layering operation based on the intuitive notions of material Thickness and Accumulation; (2) a universal pattern variation metric and control parameter called Size that simultaneously modifies the displaced pattern’s variation and magnitude, and which is used by the displacement layering operation for specifying and tracking the accumulated "bulk" produced by layered displacements; (3) an encapsulated Material object definition that specifies its BxDF1 response(s), displacement, Thickness of application, and desired level of displacement bulk Accumulation; (4) a Material Layer node definition that allows encapsulated Material objects to be layered over one another in an easy to specify, intuitively controlled, yet physically plausible way simply by connecting them in the desired layering order.
    Layering the BxDFs of encapsulated Material objects is made possible by the layering capabilities presently defined in MaterialX [Stone et al. 2012]. However, the layering of displacements and their effects on the Material’s optical properties are not currently defined in a robust manner. The displacement layering operations as described herein remedy this current deficiency. The operations require no physical simulation, as all the necessary data and displacement layering operations are point processes. These characteristics allow the implementation of this system within any shader execution environment.
    The lack of non-local interactions between complex Materials cannot account for some types of physical effects in the displacement layering (See Section 7.6). However, this limitation has proven to be of little consequence to our use of this system in practice, and any such limitations are more than offset by the production efficiencies gained from the ability to pre-define a library of modular Materials that can easily be combined with each other as needed to create an essentially infinite number of physically plausible, displaced Material composites.

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    References

    [1]
    James F. Blinn. 1978. Simulation of Wrinkled Surfaces. In SIGGRAPH Computer Graphics, Vol. 12. ACM, 286–292. Issue 3. https://doi.org/10.1145/800248.507101
    [2]
    Robert Cook, Loren Carpenter, and Edwin Catmull. 1987. The Reyes Image Rendering Architecture. In SIGGRAPH Computer Graphics, Vol. 21. ACM, 95–102. Issue 4. https://doi.org/10.1145/37401.37414
    [3]
    Robert L. Cook. 1984. Shade Trees. In SIGGRAPH Computer Graphics, Vol. 18. ACM, 223–231. Issue 3. https://doi.org/10.1145/800031.808602
    [4]
    Luke Emrose, Curtis Black, and Emanuel Schrade. 2022. ASH - A Case For Layered Shading. In The Digital Production Symposium (Vancouver, BC, Canada) (DigiPro ’22). ACM, Article 7, 15 pages. https://doi.org/10.1145/3543664.3543675
    [5]
    Larry Gritz, Clifford Stein, Chris Kulla, and Alejandro Conty. 2010. Open Shading Language. In SIGGRAPH Talks. ACM. https://doi.org/10.1145/1837026.1837070
    [6]
    Christophe Hery, Michael Kass, and Junyi Ling. 2014. Geometry into Shading. Pixar Graphics Research (2014). https://graphics.pixar.com/library/BumpRoughness/paper.pdf
    [7]
    Morten S. Mikkelsen. 2020. Surface Gradient–Based Bump Mapping Framework. Journal of Computer Graphics Techniques (JCGT) 9, 4 (21 October 2020), 60–91. http://jcgt.org/published/0009/03/04/
    [8]
    Fred E. Nicodemus. 1965. Directional Reflectance and Emissivity of an Opaque Surface. Applied Optics 4, 7 (Jul 1965), 767–775. https://opg.optica.org/ao/abstract.cfm?URI=ao-4-7-767
    [9]
    Fred E. Nicodemus, Joseph C. Richmond, Jack J. Hsia, Irving W. Ginsberg, and T. Limperis. 1977. Geometrical Considerations and Nomenclature for Reflectance. US Department of Commerce. https://nvlpubs.nist.gov/nistpubs/Legacy/MONO/nbsmonograph160.pdf
    [10]
    Pixar. 1988. RenderMan first developed. https://renderman.pixar.com/
    [11]
    Pixar. 2009. RenderMan 13.5 Co-Shaders introduced. https://renderman.pixar.com/resources/RenderMan_20/rnotes-13.5.html
    [12]
    Pixar. 2016. PxrDisplace first documented. https://rmanwiki.pixar.com/display/REN21/PxrDisplace
    [13]
    Pixar. 2021. MaterialX Lama first documented. https://rmanwiki.pixar.com/display/REN24/MaterialX+Lama
    [14]
    Mitch Prater. 2010–2016. Production Shading Library. LAIKA. https://github.com/LaikaStudios/shading-library/wiki/prman_20.Home
    [15]
    Jonathan Stone 2012. MaterialX internal project launch at Industrial Light & Magic. https://github.com/AcademySoftwareFoundation/MaterialX

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    1. Layering Displaced Materials with Thickness, Accumulation, and Size✱

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        cover image ACM Conferences
        DigiPro '23: Proceedings of the 2023 Digital Production Symposium
        August 2023
        84 pages
        ISBN:9798400702389
        DOI:10.1145/3603521
        Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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        Published: 05 August 2023

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        Author Tags

        1. BxDF
        2. Displacement
        3. Layered Material
        4. Modular Shading

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        DigiPro '23
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        DigiPro '23: The Digital Production Symposium
        August 5, 2023
        CA, Los Angeles, USA

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