BEGIN:VCALENDAR VERSION:2.0 PRODID:Linklings LLC BEGIN:VTIMEZONE TZID:Australia/Melbourne X-LIC-LOCATION:Australia/Melbourne BEGIN:DAYLIGHT TZOFFSETFROM:+1000 TZOFFSETTO:+1100 TZNAME:AEDT DTSTART:19721003T020000 RRULE:FREQ=YEARLY;BYMONTH=4;BYDAY=1SU END:DAYLIGHT BEGIN:STANDARD DTSTART:19721003T020000 TZOFFSETFROM:+1100 TZOFFSETTO:+1000 TZNAME:AEST RRULE:FREQ=YEARLY;BYMONTH=10;BYDAY=1SU END:STANDARD END:VTIMEZONE BEGIN:VEVENT DTSTAMP:20240214T070311Z LOCATION:Meeting Room C4.8\, Level 4 (Convention Centre) DTSTART;TZID=Australia/Melbourne:20231213T164000 DTEND;TZID=Australia/Melbourne:20231213T173100 UID:siggraphasia_SIGGRAPH Asia 2023_sess146@linklings.com SUMMARY:Materials DESCRIPTION:Technical Communications, Technical Papers\n\nA Micrograin BSD F Model for the Rendering of Porous Layers\n\nWe introduce a new BSDF mode l for the rendering of porous layers, as found on surfaces covered by dust , rust, dirt, or sprayed paint. \nOur approach is based on a distribution of elliptical opaque micrograins, extending the Trowbridge-Reitz (GGX) dis tribution [Trowbridge1975,Walter2007] to handle por...\n\n\nSimon Lucas (U niversité de Bordeaux, INRIA); Mickael Ribardiere (Université de Poitiers) ; and Romain Pacanowski and Pascal Barla (INRIA)\n---------------------\nM ultiple-bounce Smith Microfacet BRDFs using the Invariance Principle\n\nSm ith microfacet models are widely used in computer graphics to represent ma terials. Traditional microfacet models do not consider the multiple bounce s on microgeometries, leading to visible energy missing, especially on rou gh surfaces. Later, as the equivalence between the microfacets and volume ha...\n\n\nYuang Cui (Anhui Science and Technology University); Gaole Pan and Jian Yang (Nanjing University of Science and Technology); Lei Zhang (T he Hong Kong Polytechnic University); Ling-Qi Yan (University of Californi a, University of California Santa Barbara); and Beibei Wang (Nankai Univer sity, Nanjing University of Science and Technology)\n--------------------- \nMetaLayer: A Meta-learned BSDF Model for Layered Materials\n\nReproducin g the appearance of arbitrary layered materials has long been a critical c hallenge in computer graphics, with regard to the demanding requirements o f both physical accuracy and low computation cost. Recent studies have dem onstrated promising results by learning-based representations that i...\n\ n\nJie Guo, Zeru Li, and Xueyan He (Nanjing University); Beibei Wang (Nank ai University, Nanjing University of Science and Technology); Wenbin Li an d Yanwen Guo (Nanjing University); and Ling-Qi Yan (University of Californ ia, Santa Barbara)\n---------------------\nStandard Shader Ball A Modern a nd Feature-Rich Render Test Scene\n\nA feature-rich, modern material rende r test scene has been contributed to the computer graphics community.\n\n\ nAndré Mazzone (Industrial Light & Magic) and Chris Rydalch (Side Effects Software)\n---------------------\nBounded VNDF Sampling for Smith–GGX Refl ections\n\nThis paper presents an unbiased VNDF sampling method specialize d for reflections. By using our method, we can reduce the variance for rou gh surfaces with small overhead.\n\n\nKenta Eto and Yusuke Tokuyoshi (Adva nced Micro Devices, Inc.)\n\nRegistration Category: Full Access\n\nSession Chair: Hongzhi Wu (Zhejiang University; State Key Lab of CAD and CG, Zhej iang University) END:VEVENT END:VCALENDAR