Digital Material Appearance

Accurate and detailed representations of real-world materials are a crucial ingredient to any computer graphics application. An important strand of our research is dedicated to developing new methods for the acquisition, representation, manipulation and reproduction of digital material models, and understanding the factors that contribute to successful communication of measurable and subjective material properties.

Publications

Rendering Iridescent Rock Dove Neck Feathers

Weizhen Huang, Sebastian Merzbach, Clara Callenberg, Doekele G. Stavenga, Matthias B. Hullin
In Proceedings of SIGGRAPH 2022 (Conference Papers), 2022.

A practical appearance model for iridescent feathers.

A Microfacet-based Hair Scattering Model

Weizhen Huang, Matthias B. Hullin, Johannes Hanika
Computer Graphics Forum 41 (4) (Proc. EGSR 2022), 2022.

The first fiber scattering model based on physically plausible macro-, meso-, and microgeometry.

Computational Parquetry: Fabricated Style Transfer with Wood Pixels

Julian Iseringhausen, Michael Weinmann, Weizhen Huang, Matthias B. Hullin
ACM Transactions on Graphics 39 (2), 2020. Computational Parquetry: Fabricated Style Transfer with Wood Pixels

A new computational woodworking technique enabled by analysis of features found in natural materials.

Trigonometric moments for editable structured light range finding

Sebastian Werner, Julian Iseringhausen, Clara Callenberg, Matthias B. Hullin
Proc. Vision, Modeling and Visualization, Rostock, Germany , 2019. Trigonometric moments for editable structured light range finding

We enhance existing structured light phase shifting methods by using trigonometric moments.

Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces

Zdravko Velinov*, Sebastian Werner*, Matthias B. Hullin (* joint first authors)
Computer Graphics Forum 37 (2) (Proc. EUROGRAPHICS), 2018. Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces

In this paper, we develop closed-form solutions for illuminating our iridescent scratch model with spherical and polygonal area light sources, bringing this effect within reach of real-time applications for the first time.

A Quantitative Platform for Non-Line-of-Sight Imaging Problems

Jonathan Klein, Martin Laurenzis, Dominik L. Michels, Matthias B. Hullin
In Proceedings of British Machine Vision Conference (BMVC 2018), Northumbria University, Newcastle, UK, September 3-6, 2018, 2018. A Quantitative Platform for Non-Line-of-Sight Imaging Problems

In this paper, we present a reference database of time-resolved light echoes for non-line-of-sight sensing.

Digital Transmission of Subjective Material Appearance

Rodrigo Martín, Michael Weinmann, Matthias B. Hullin
Proc. WSCG, 2017. Digital Transmission of Subjective Material Appearance

How well do various digital appearance representations perform at communicating the "touch and feel" of materials?

Scratch Iridescence: Wave-Optical Rendering of Diffractive Surface Structure

Sebastian Werner*, Zdravko Velinov*, Wenzel Jakob, Matthias B. Hullin (* joint first authors)
ACM Transactions on Graphics 36(6) (Proc. SIGGRAPH Asia), 207:1--207:14, 2017. Scratch Iridescence: Wave-Optical Rendering of Diffractive Surface Structure

Many real-world surfaces are covered in fine scratches that diffract light in colorful ways. Our model seamlessly transitions between ray optics and wave optics to recreate this intricate effect.

An Interactive Appearance Model for Microscopic Fiber Surfaces

Zdravko Velinov and Matthias Hullin
Proc. Vision, Modeling and Visualization, Bayreuth, Germany, 2016. An Interactive Appearance Model for Microscopic Fiber Surfaces

A reflectance model for pile fabrics that you can "draw on" using your fingers, like velvet or Alcantara.

Dynamic Display of BRDFs

Matthias B. Hullin, Hendrik P. A. Lensch, Ramesh Raskar, Hans-Peter Seidel, Ivo Ihrke
Computer Graphics Forum (Proc. EUROGRAPHICS), 2011. Dynamic Display of BRDFs

We define the problem of physically displaying material appearance, and demonstrate a conceptual device that exhibits precisely controllable reflectance distributions by generating waves on a water surface.