Computer graphics systems are capable of generating stunningly realistic images of objects that have never physically existed. In order for computers to create these accurately detailed images, digital models of appearance must include robust data to give viewers a credible visual impression of the depicted materials. In particular, digital models demonstrating the nuances of how materials interact with light are essential to this capability. This is the first comprehensive work on the digital modeling of material appearance: it explains how models from physics and engineering are combined with keen observation skills for use in computer graphics rendering. Written by the foremost experts in appearance modeling and rendering, this book is for practitioners who want a general framework for understanding material modeling tools, and also for researchers pursuing the development of new modeling techniques. The text is not a "how to" guide for a particular software system. Instead, it provides a thorough discussion of foundations and detailed coverage of key advances. Practitioners and researchers in applications such as architecture, theater, product development, cultural heritage documentation, visual simulation and training, as well as traditional digital application areas such as feature film, television, and computer games, will benefit from this much needed resource. ABOUT THE AUTHORS Julie Dorsey and Holly Rushmeier are professors in the Computer Science Department at Yale University and co-directors of the Yale Computer Graphics Group. François Sillion is a senior researcher with INRIA (Institut National de Recherche en Informatique et Automatique), and director of its Grenoble Rhône-Alpes research center.

Key Features

* First comprehensive treatment of the digital modeling of material appearance; * Provides a foundation for modeling appearance, based on the physics of how light interacts with materials, how people perceive appearance, and the implications of rendering appearance on a digital computer; * An invaluable, one-stop resource for practitioners and researchers in a variety of fields dealing with the digital modeling of material appearance.


Researchers, engineers, and software developers in computer graphics and game development. Those creating special effects in movies and games (lighting designers, technical directors, researchers, software developers) and those to design work in industries such as automotive, paint, metal, and product design.

Table of Contents

Contents Chapter 1 Introduction Chapter 2 Background Light Human Perception and Judgments Luminance and Brightness Color Directional Effects Textures and Patterns Image Synthesis Shape Incident Light Material Summary and Further Reading Chapter 3 Observation and Classification A Tour of Materials Examples of Modeling Classes of Materials Chapter 4 Mathematical Terms Energy as a Function of Time, Position, and Direction Position Direction Radiance Reflectance and the BRDF Distribution Functions Energy Conservation and the BRDF Reciprocity and the BRDF Chapter 5 General Material Models Reflection and Refraction from a Smooth Surface Empirical Models Lambertian Reflectance Phong Reflectance Ward Reflectance Lafortune Reflectance Ashikhmin-Shirley Anisotropic Phong Reflectance Analytical First Principles Models Micro-facet Distributions Models Based on Geometric Optics Blinn and Cook-Torrance Reflectance Oren-Nayar Reflectance Models Based on Wave Optics Simulation from First Principles Spectral Effects Other Effects Polarization Phosphorescence and Fluorescence Scattering in Volumes Measured Properties Solid Volumetric Media: Subsurface Scattering Spatial Variations Chapter 6 Specialized Material Models Natural Organic Materials Humans and Other Mammals Birds,


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© 2008
Morgan Kaufmann
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