Antique Globe on Stand is not just a good looking model but an advanced digital double of a real world product. Real photo on the left vs path traced render of low-poly model and a set of advanced PBR textures that accurately capture complex light and matter interactions.
Cherries und Berries.
Have been pushing our tech to new limits with introduction of Surface Macro mode that allows to capture extra degree of surface and light interaction details.
The essence of 3D scanning, especially for photo-realistic real-time applications, is to boil down complex surface properties to a minimal set of data, and for e-Commerce applications it's important to guarantee the accuracy of digital double replica and how well it handles under novel lighting conditions.
Not only we are able to produce a minimal standard PBR (Physically Based Rendering) data set that accurately replicates an object, but back it up with thousands of real vs rendered shots during verification process.
Demo assets available in our "Surface Macro" collection on #sketchfab https://sketchfab.com/inciprocal/collections/surface-macro
No meshes, no particles, no VFX.
Ran into this ... totally unexpected effect while finishing Mushroom scanning mini-project. You can't see those spores under normal lighting conditions but under very bright directional light source those Morel Mushroom spores shine like crazy. This totally reminds of The Last of Us, which is coming out soon as well 😀
More photo-realisic photometric mushroom scans are on their way to
our Sketchfab store collection
Found something frightening in the deeps of refrigerator but could not resist scanning it with our photometric process and creating a themed poster.
Likely this exact same fruit was scanned half a year ago and now it makes a good visualization of how material properties changed over time.
Going a bit crazy with this stay-at-home thing...
Scanning some overstocked supplies here.
"Bathroom Tissue" or anything super white and soft, for that matter, is supper challenging. As shown in the first picture, regular photogrammetry would fail easily since there are very view features available when lit for proper albedo acquisition, on top of that, most of the material look comes from small little fibers that account for proper softness look along with sub-surface scattering components. Regular structured light and even basic photometry tend to fail as well. Had to do a lot of advanced processing and optimization for real-time rendering.
As far as actual material components go, there is a bit of very-short-distance SSS baked into albedo and some other channels have increased contrast just so it's easy to see what is going on there.
Shelter in Place if you want to live.
(NECA Terminator-2 T800)
Some of the details NECA puts in its action figures are incredible. With real-world materials including worn leather, shiny and soft fabrics, black glossy plastics, metallic paints of various kind and more.
By scanning several parts separately not only we are able to resolve high resolution geometric detail, getting up to 14k points per square centimeter that require no further cleanup, but also capture accurate material properties using advanced photometry.
Producing a good match between real footage and render using standard Disney PBR shading optimized for real-time applications.
It's great to see how a number of modern technologies bring new life and allow to experience various art forms in novel ways.
This amazing original Fairy artwork by Amy Brown brought to life by Pacific Trading as real-world figurines. Digitized using #inciprocal scanning process and can be played with in real-time on #sketchfab.
As usual, top is a real photo and the bottom is the same scene rendered using low-poly models with accurate materials that allow photo-realistic rendering in real-time whether it's AR/VR, video games, eCommerce or offline high quality path tracing.
Discovering fascinated world of Steampunk Art.
An art style that is quite complex in terms of shapes and geometries as well as a good mix of different variety of materials. Ranging from simple and colored dielectrics, shiny and rusted metals, metallic paints and coats.
This beautiful 5.75" tall figurine by Pacific Giftware is scanned using our advanced scanning process producing assets that enable photo realistic rendering in real-time, targeting low polygon count and basic Disney PBR shading model that takes diffuse albedo, colored specular F0 term, GGX roughness and normal.
Top is the real footage and path-traced render of that exact low-poly model with 2k textures lit under the same lighting conditions on the bottom. Available on #sketchfab.
Whether creating digital doubles, customizing existing or designing new products we are able to capture a great verity of materials that are compatible with now common physically based rendering and enable very accurate visualization and re-lighting of real world surfaces in real-time.
NYE is almost here. Working hard on bringing some of our latest demo asset packs to #sketchfab and Unreal Marketplace early next year.
High-resolution decorative #pier1 faux fern real-time relighting using captured physically based materials.
Happy Thanksgiving Everyone!
This #pier1 Harvest Wood Galvanized Place Card Holder is quite challenging from a material stand point - rough wood, varnished wood, colored metal parts as well as shiny and rusty. But we got'em all 😀
Top is real footage, bottom is rendered under the same lighting conditions with material component breakdown.
#pier1 decorative Faux Fern in Glass Container.
(real photo vs scanned and rendered) along with high quality materials for physically based rendering.
#potterybarn potted pothos houseplant
scanning, reconstruction and rendering (20k polygons & 1k textures). Digitizing thin non-solid assets is always a challenge, but possible with the right tech & process.
#worldmarket decorative cactus is an example of composite scanning where spines are handled separately from the main body due to high degree of translucency.
(Left is a real picture, scanned and rendere is on the right)
#inciprocal scanning process performs multi-view, multi-channel acquisition and analysis in spatial and frequency domains, combining various aspects of structured lighting, photometry, photogrammetry and light fields to convert real-world assets into their digital doubles.
We can target various BSDFs with different degree of complexity. The image shows single view decomposition into various components:
What was unexpected here is how little the chocolate part really scatters. "SSS < 0.1 mm" red channel shows how much was scatter shortly after entering the media. Sprinkles covered with thin layer of chocolate scatter very little thus are bright. Chocolate is a bit darker as it scatters a bit deeper and shows up in another frequency channel. And the donut itself reveals some lumpy structures in short range while scatters quite a lot in longer one as seen in "SSS 5 mm" channel.
Moreover, the "Diffuse Exponent" is close to Lambertian (1.0) unlike what we see in some more uniform medias: fruits, plastics, ceramics, etc...
(in each image top part is real, bottom is rendered)
Material properties change quite a bit when you take them out of refrigerator going from mate to glossy and back to matte as they dry out in a bit. So quite hard to get the exact match.
When doing offline rendering or baking, high poly mesh is needed. The top one needs it for better self shadowing, the front one for better scattering.
But with some advanced compression tricks going from 2K to 1.5M polygon mesh only requires 50Kb of entropy.
Scanning food is hard (too yummy)
By projecting a series of specially crafted patterns with aid of various filters and clever software analysis we are able to reconstruct a lot of internal object structures and light interactions to enable realistic rendering.
In this image you can clearly see how little the chocolate part scatters compared to the "cake", not something that we expected. More info and pics next week after tomorrow's artistic photo reference session 😀
As simple as this #pier1 decorative elephant is, diffuse albedo is nearly black with no features where traditional photogrammetry fails. Yet #inciprocal scan is able to capture accurate geometry along with proper lighting response.
(top is a real photo, the bottom one is scanned and rendered)
It's tea o'clock (coke mixed with water actually). Real photo at the top vs render on the bottom (lowpoly and subdiv).
While doing extensive photo referencing and validation of captured assets it turns out that standard Lambertian Diffuse reflectance is not a good fit for surfaces with strong sub surface scattering component such as plastics, ceramics, fruits and vegetables, etc...
However a simple Phong-like modification solves a lot of problems, matches reality much closer and has minimal impact on real-time performance.
have been testing high dynamic range light probe capture for a while. Seems to work quite well.
(when use for lighting rather then backdrops, alignment is not important but accurate energy conservation and spectral consistency is)
Bell peppers are fruits too 😀
(top one is real photo and render at the bottom)
Though these assets are optimized for real-time performance with relatively low polygon count and 1K textures, the image seems to hold nicely. Another thing about scanning fruits is that you get to eat them too.