Abstract
Steve Marschner: Computing
the appearance of fiber-structured materials
With the increasing realism of computer-generated images for applications
like film special effects, practitioners are more and more often trying to capture
the subtle but important distinctions in appearance between different kinds of
materials. Other industries, such as cosmetics, consumer products, and printing,
are very interested in accurate computational models for the appearance of
skin, hair, clothing, and printed paper, because improving the appearance of
these materials drives their development of new products.
My research has the goal of making realistic images that accurately convey what
kind of stuff things are made of, by improving the physical models for how
materials reflect light and how they move. Rayon vs. silk; polyester
fibers vs. human hair; "genuine simulated woodgrain"
vs. wood -- these materials do look similar, but people are willing to pay for
the differences in appearance. Our renderings should be able to capture
these differences too.
Several very common classes of materials -- hair, fur, feathers, wood, fabric,
paper -- are constructed out of thin fibers, often in highly organized structures.
Because of their geometric structure, many of these materials have unusual
optical properties that don't fit standard assumptions. I'll talk about recent
research, with a focus on projects that address modeling and simulation of
illumination for materials made of fibers. Much of this work centers around using volumetric methods to model the optical
behavior of 3D structures. I will also discuss ongoing projects and
future directions, with emphasis on areas where there is a need for more
students.