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Simulation of wrinkled surfaces

Blinn, James F. (1978) Simulation of wrinkled surfaces. ACM SIGGRAPH Computer Graphics, 12 (3). pp. 286-292. ISSN 0097-8930. https://resolver.caltech.edu/CaltechAUTHORS:20160615-112629882

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Abstract

Computer generated shaded images have reached an impressive degree of realism with the current state of the art. They are not so realistic, however, that they would fool many people into believing they are real. One problem is that the surfaces tend to look artificial due to their extreme smoothness. What is needed is a means of simulating the surface irregularities that are on real surfaces. In 1973 Ed Catmull introduced the idea of using the parameter values of parametrically defined surfaces to index into a texture definition function which scales the intensity of the reflected light. By tying the texture pattern to the parameter values, the texture is guaranteed to rotate and move with the object. This is good for showing patterns painted on the surface, but attempts to simulate rough surfaces in this way are unconvincing. This paper presents a method of using a texturing function to perform a small perturbation on the direction of the surface normal before using it in the intensity calculations. This process yields images with realistic looking surface wrinkles without the need to model each wrinkle as a separate surface element. Several samples of images made with this technique are included.


Item Type:Article
Related URLs:
URLURL TypeDescription
http://dx.doi.org/10.1145/965139.507101DOIArticle
http://dl.acm.org/citation.cfm?doid=965139.507101PublisherArticle
Additional Information:© 1978 ACM.
Issue or Number:3
Record Number:CaltechAUTHORS:20160615-112629882
Persistent URL:https://resolver.caltech.edu/CaltechAUTHORS:20160615-112629882
Usage Policy:No commercial reproduction, distribution, display or performance rights in this work are provided.
ID Code:67939
Collection:CaltechAUTHORS
Deposited By: Kristin Buxton
Deposited On:15 Jun 2016 19:55
Last Modified:03 Oct 2019 10:10

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