Bidirectional scattering distribution function: Difference between revisions

Content deleted Content added
Update deprecated cite parameter (coauthors) and genfixes using AWB
Line 26:
 
* Acquisition of the BSDF over the [[human face]] in 2000 by [[Paul Debevec|Debevec]] et al.<ref name="Deb2000">{{cite web
| last = "Debevec"
| first = "Paul"
| authorlink =
| author2 = Tim Hawkins
| coauthors = "Tim Hawkins, Chris Tchou, Haarm-Pieter Duiker, Westley Sarokin, Mark Sagar"
| author3 = Chris Tchou
| author4 = Haarm-Pieter Duiker
| author5 = Westley Sarokin
| author6 = Mark Sagar
| title = Acquiring the reflectance field of a human face
| work =
| publisher = ACM
| year = 2000
| url = "http://dl.acm.org/citation.cfm?id=344855"
| format =
| doi = 10.1145/344779.344855
| accessdate = 2013-07-21}}
</ref> was one of the last key breakthroughs on the way to fully [[virtual cinematography]] with its ultra-photorealistic [[digital look-alike]]s. The team was the first in the world to isolate the [[subsurface scattering]] component ( a specialized case of BTDF ) using the simplest [[light stage]], consisting on moveable light source, moveable high-res [[digital camera]], 2 [[polarizers]] in a few positions and really simple [[algorithm]]s on a modest [[computer]].<ref name="Deb2000"/> The team utilized the [[existing]] [[scientific knowledge]] that [[light]] that is reflected and scattered from the air-to-oil layer retains its [[Polarization (waves)|polarization]] while light that travels within the [[skin]] loses its.<ref name="Deb2000"/> The subsurface scattering component can be [[computer simulation|simulated]] as a steady high-scatter glow of light from within the [[3D model|model]]s, without which the skin does not look realistic. [[ESC Entertainment]], a company set up by [[Warner Brothers Pictures]] specially to do the visual effects / virtual cinematography system for the [[Matrix Reloaded]] and [[Matrix Revolutions]] isolated the parameters for an approximate analytical BRDF which consisted of [[lambertian]] [[diffuse|diffusion]] component and a modified [[specular]] [[phong reflection model|Phong]] component with a [[Fresnel equations|Fresnel]] type of [[Visual effects|effect]].<ref name="HaD2004">{{cite web
| last = "Haber"
| first = "Jörg"
| authorlink =
| coauthorsauthor2 = "Demetri Terzopoulos"
| title = Facial modeling and animation
| work =
| publisher = ACM
| year = 2004
| url = "http://dl.acm.org/citation.cfm?id=1103906"
| format = .
| doi = 10.1145/1103900.1103906