Human stereo perception of glossy materials is substantially different from the perception of diffuse surfaces: A single point on a diffuse object appears the same for both eyes, whereas it appears different to both eyes on a specular object. As highlights are blurry reflections of light sources they have depth themselves, which is different from the depth of the reflecting surface. We call this difference in depth impression the "highlight disparity". Due to artistic motivation, for technical reasons, or because of incomplete data, highlights often have to be depicted on-surface, without any disparity. However, it has been shown that a lack of disparity decreases the perceived glossiness and authenticity of a material. To remedy this contradiction, our work introduces a technique for depiction of glossy materials, which improves over simple on-surface highlights, and avoids the problems of physical highlights. Our technique is computationally simple, can be easily integrated in an existing (GPU) shading system, and allows for local and interactive artistic control.
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Manipulating Refractive and Reflective Binocular Disparity
Łukasz Dąbała, Petr Kellnhofer, Tobias Ritschel, Piotr Didyk, Krzysztof Templin, Karol Myszkowski, Przemysław Rokita, Hans-Peter Seidel Computer Graphics Forum 33(2) (Proc. Eurographics 2014, Strasbourg, France).
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Krzysztof Templin, Piotr Didyk, Tobias Ritschel, Karol Myszkowski, Hans-Peter Seidel
Highlight Microdisparity for Improved Gloss Depiction
ACM Transactions on Graphics (Proc. SIGGRAPH) 31(4)
@article{Templin2012,
author = {
Krzysztof Templin and
Piotr Didyk and
Tobias Ritschel and
Karol Myszkowski and
Hans-Peter Seidel},
title = {Highlight Microdisparity for Improved Gloss Depiction},
journal = {ACM Transactions on Graphics (Proc. SIGGRAPH)},
year = {2012},
volume = {31},
number = {4}
}
© ACM, (2012). This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution.
The definitive version was published in ACM Transactions on Graphics (Proc. SIGGRAPH) 31, 4, (2012). http://doi.acm.org/10.1145/2185520.2185588
We would like to acknowledge the use of the following meshes: Metal Trash Can by ClayOgre from www.blendswap.com (Fig. 3b), Bunny from Stanford Repository (Fig. 3c), Angel from Georia Tech Models Archive (Fig. 3d), and Kitten from AIM@SHAPE repository (Fig. 4).