Light scattering from hair is normally simulated in computer graphics using Kajiya and Kay's classic phenomenological model. We have made new measurements of scattering from individual hair fibers that exhibit visually significant effects not predicted by Kajiya and Kay's model. Our measurements go beyond previous hair measurements by examining out-of-plane scattering, and together with this previous work they show a multiple specular highlight and variation in scattering with rotation about the fiber axis. We explain the sources of these effects using a model of a hair fiber as a transparent elliptical cylinder with an absorbing interior and a surface covered with tilted scales. Based on an analytical scattering function for a circular cylinder, we propose a practical shading model for hair that qualitatively matches the scattering behavior shown in the measurements. In a comparison between a photograph and rendered images, we demonstrate the new model's ability to match the appearance of real hair.
Light scattering from hair is normally simulated in computer graphics using Kajiya and Kay's classic phenomenological model. We have made new measurements of scattering from individual hair fibers that exhibit visually significant effects not predicted by Kajiya and Kay's model. Our measurements go beyond previous hair measurements by examining out-of-plane scattering, and together with this previous work they show a multiple specular highlight and variation in scattering with rotation about the fiber axis. We explain the sources of these effects using a model of a hair fiber as a transparent elliptical cylinder with an absorbing interior and a surface covered with tilted scales. Based on an analytical scattering function for a circular cylinder, we propose a practical shading model for hair that qualitatively matches the scattering behavior shown in the measurements. In a comparison between a photograph and rendered images, we demonstrate the new model's ability to match the appearance of real hair.
We present a modified photon mapping algorithm capable of running entirely on GPUs. Our implementation uses breadth-first photon tracing to distribute photons using the GPU. The photons are stored in a grid-based photon map that is constructed directly on the graphics hardware using one of two methods: the first method is a multipass technique that uses fragment programs to directly sort the photons into a compact grid. The second method uses a single rendering pass combining a vertex program and the stencil buffer to route photons to their respective grid cells, producing an approximate photon map. We also present an efficient method for locating the nearest photons in the grid
Abstract-Both the Resource Description Framework (RDF), used in the semantic web, and Maya Viz u-forms represent data as a graph of objects connected by labeled edges. Existing systems for flexible visualization of this kind of data require manual specification of the possible visualization roles for each data attribute. When the schema is large and unfamiliar, this requirement inhibits exploratory visualization by requiring a costly up-front data integration step. To eliminate this step, we propose an automatic technique for mapping data attributes to visualization attributes. We formulate this as a schema matching problem, finding appropriate paths in the data model for each required visualization attribute in a visualization template.
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