Bidirectional Texture Function
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Bidirectional Texture Function
Bidirectional texture function (BTF) is a 6-dimensional function depending on planar texture coordinates (x,y) as well as on view and illumination spherical angles. In practice this function is obtained as a set of several thousand color images of material sample taken during different camera and light positions. The BTF is a representation of the appearance of texture as a function of viewing and illumination direction. It is an image-based representation, since the geometry of the surface is unknown and not measured. BTF is typically captured by imaging the surface at a sampling of the hemisphere of possible viewing and illumination directions. BTF measurements are collections of images. The term BTF was first introduced in and similar terms have since been introduced including BSSRDF and SBRDF (spatial BRDF). SBRDF has a very similar definition to BTF, i.e. BTF is also a spatially varying BRDF. To cope with a massive BTF data with high redundancy, many compression methods were ...
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Dimension
In physics and mathematics, the dimension of a Space (mathematics), mathematical space (or object) is informally defined as the minimum number of coordinates needed to specify any Point (geometry), point within it. Thus, a Line (geometry), line has a dimension of one (1D) because only one coordinate is needed to specify a point on itfor example, the point at 5 on a number line. A Surface (mathematics), surface, such as the Boundary (mathematics), boundary of a Cylinder (geometry), cylinder or sphere, has a dimension of two (2D) because two coordinates are needed to specify a point on itfor example, both a latitude and longitude are required to locate a point on the surface of a sphere. A two-dimensional Euclidean space is a two-dimensional space on the Euclidean plane, plane. The inside of a cube, a cylinder or a sphere is three-dimensional (3D) because three coordinates are needed to locate a point within these spaces. In classical mechanics, space and time are different categ ...
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Bssrdf
The definition of the BSDF (bidirectional scattering distribution function) is not well standardized. The term was probably introduced in 1980 by Bartell, Dereniak, and Wolfe. Most often it is used to name the general mathematical function which describes the way in which the light is scattered by a surface. However, in practice, this phenomenon is usually split into the reflected and transmitted components, which are then treated separately as BRDF (bidirectional reflectance distribution function) and BTDF (bidirectional transmittance distribution function). * BSDF is a superset and the generalization of the BRDF and BTDF. The concept behind all BxDF functions could be described as a black box with the inputs being any two angles, one for incoming (incident) ray and the second one for the outgoing (reflected or transmitted) ray at a given point of the surface. The output of this black box is the value defining the ratio between the incoming and the outgoing light energy for the g ...
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Photorealistic
Photorealism is a genre of art that encompasses painting, drawing and other graphic media, in which an artist studies a photograph and then attempts to reproduce the image as realistically as possible in another medium. Although the term can be used broadly to describe artworks in many different media, it is also used to refer specifically to a group of paintings and painters of the American art movement that began in the late 1960s and early 1970s. History Origins As a full-fledged art movement, Photorealism evolved from Pop ArtLindey (1980), pp. 27–33.Meisel and Chase (2002), pp. 14–15.Nochlin, Linda, "The Realist Criminal and the Abstract Law II", ''Art In America.'' 61 (November–December 1973), p. 98. and as a counter to Abstract Expressionism as well as Minimalist art movementsBattock, Gregory. Preface to Meisel, Louis K. (1980), ''Photorealism''. New York:Abrams. pp. 8–10 in the late 1960s and early 1970s in the United States. Photorealists use a photograph or ...
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Virtual Reality
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry. Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting ...
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Bidirectional Scattering Distribution Function
The definition of the BSDF (bidirectional scattering distribution function) is not well standardized. The term was probably introduced in 1980 by Bartell, Dereniak, and Wolfe. Most often it is used to name the general mathematical function which describes the way in which the light is scattered by a surface. However, in practice, this phenomenon is usually split into the reflected and transmitted components, which are then treated separately as BRDF (bidirectional reflectance distribution function) and BTDF (bidirectional transmittance distribution function). * BSDF is a superset and the generalization of the BRDF and BTDF. The concept behind all BxDF functions could be described as a black box with the inputs being any two angles, one for incoming (incident) ray and the second one for the outgoing (reflected or transmitted) ray at a given point of the surface. The output of this black box is the value defining the ratio between the incoming and the outgoing light energy for the g ...
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Bidirectional Reflectance Distribution Function
The bidirectional reflectance distribution function (BRDF; f_(\omega_,\, \omega_) ) is a function of four real variables that defines how light is reflected at an opaque surface. It is employed in the optics of real-world light, in computer graphics algorithms, and in computer vision algorithms. The function takes an incoming light direction, \omega_, and outgoing direction, \omega_ (taken in a coordinate system where the surface normal \mathbf n lies along the ''z''-axis), and returns the ratio of reflected radiance exiting along \omega_ to the irradiance incident on the surface from direction \omega_. Each direction \omega is itself parameterized by azimuth angle \phi and zenith angle \theta, therefore the BRDF as a whole is a function of 4 variables. The BRDF has units sr−1, with steradians (sr) being a unit of solid angle. Definition The BRDF was first defined by Fred Nicodemus around 1965. The definition is: f_(\omega_,\, \omega_) \,=\, \frac \,=\, \frac\frac wher ...
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Bidirectional Transmittance Distribution Function
The definition of the BSDF (bidirectional scattering distribution function) is not well standardized. The term was probably introduced in 1980 by Bartell, Dereniak, and Wolfe. Most often it is used to name the general mathematical function which describes the way in which the light is scattered by a surface. However, in practice, this phenomenon is usually split into the reflected and transmitted components, which are then treated separately as BRDF (bidirectional reflectance distribution function) and BTDF (bidirectional transmittance distribution function). * BSDF is a superset and the generalization of the BRDF and BTDF. The concept behind all BxDF functions could be described as a black box with the inputs being any two angles, one for incoming (incident) ray and the second one for the outgoing (reflected or transmitted) ray at a given point of the surface. The output of this black box is the value defining the ratio between the incoming and the outgoing light energy for the g ...
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Point (geometry)
In classical Euclidean geometry, a point is a primitive notion that models an exact location in space, and has no length, width, or thickness. In modern mathematics, a point refers more generally to an element of some set called a space. Being a primitive notion means that a point cannot be defined in terms of previously defined objects. That is, a point is defined only by some properties, called axioms, that it must satisfy; for example, ''"there is exactly one line that passes through two different points"''. Points in Euclidean geometry Points, considered within the framework of Euclidean geometry, are one of the most fundamental objects. Euclid originally defined the point as "that which has no part". In two-dimensional Euclidean space, a point is represented by an ordered pair (, ) of numbers, where the first number conventionally represents the horizontal and is often denoted by , and the second number conventionally represents the vertical and is often denoted by . ...
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Pixel
In digital imaging, a pixel (abbreviated px), pel, or picture element is the smallest addressable element in a raster image, or the smallest point in an all points addressable display device. In most digital display devices, pixels are the smallest element that can be manipulated through software. Each pixel is a sample of an original image; more samples typically provide more accurate representations of the original. The intensity of each pixel is variable. In color imaging systems, a color is typically represented by three or four component intensities such as red, green, and blue, or cyan, magenta, yellow, and black. In some contexts (such as descriptions of camera sensors), ''pixel'' refers to a single scalar element of a multi-component representation (called a ''photosite'' in the camera sensor context, although ''sensel'' is sometimes used), while in yet other contexts (like MRI) it may refer to a set of component intensities for a spatial position. Etymology The w ...
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Vertex (computer Graphics)
A vertex (plural vertices) in computer graphics is a data structure that describes certain attributes, like the position of a point in 2D or 3D space, or multiple points on a surface. Application to 3D models 3D models are most often represented as triangulated polyhedra forming a triangle mesh. Non-triangular surfaces can be converted to an array of triangles through tessellation. Attributes from the vertices are typically interpolated across mesh surfaces. Vertex attributes The vertices of triangles are associated not only with spatial position but also with other values used to render the object correctly. Most attributes of a vertex represent vectors in the space to be rendered. These vectors are typically 1 (''x''), 2 (''x, y''), or 3 (''x, y, z'') dimensional and can include a fourth homogeneous coordinate (''w''). These values are given meaning by a material description. In realtime rendering these properties are used by a vertex shader or vertex pipeline. Such attr ...
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