Sort:
Open Access Research Article Issue
A multi-scale yarn appearance model with fiber details
Computational Visual Media 2026, 12(1): 203-219
Published: 02 February 2026
Abstract PDF (30.7 MB) Collect
Downloads:27

Rendering cloth realistically has always been a challenge due to its intricate structure. Cloth is made up of fibers, plies, and yarns, and previous curve-based models, while detailed, were computationally expensive and inflexible for large pieces of cloth. To address this, we propose a simplified approach. We introduce a geometric aggregation technique that reduces ray-tracing computation by using fewer curves, focusing only on yarn curves. Our model generates ply and fiber shapes implicitly, compensating for the lack of explicit geometry with a novel shadowing component. We also present a shading model that simplifies light interactions between fibers by categorizing them into four components, accurately capturing specular and scattered light in both forward and backward directions. To render large pieces of cloth efficiently, we propose a multi-scale solution based on pixel coverage. Our yarn shading model can be rendered 3–5 times faster with less memory, for near-field views, compared to fiber-based models. Additionally, our multi-scale solution offers a 20% speed boost for distant cloth observation.

Open Access Review Article Issue
Recent advances in glinty appearance rendering
Computational Visual Media 2022, 8(4): 535-552
Published: 16 May 2022
Abstract PDF (9.3 MB) Collect
Downloads:160

The interaction between light and materials is key to physically-based realistic rendering. However, it is also complex to analyze, especially when the materials contain a large number of details and thus exhibit "glinty" visual effects. Recent methods of producing glinty appearance are expected to be important in next-generation computer graphics. We provide here a comprehensive survey on recent glinty appearance rendering. We start with a definition of glinty appearance based on microfacet theory, and then summarize research works in terms of representation and practical rendering. We have implemented typical methods using our unified platform and compare them in terms of visual effects, rendering speed, and memory consumption. Finally, we briefly discuss limitations and future research directions. We hope our analysis, implementations, and comparisons will provide insight for readers hoping to choose suitable methods for applications, or carry out research.

Total 2