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<span id="openzim-page-title" class="mw-page-title-main"><span class="mw-page-title-main">Bidirectional texture function</span></span>
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<div id="mw-content-text" class="mw-body-content mw-content-ltr" lang="en" dir="ltr"><div class="mw-content-ltr mw-parser-output" lang="en" dir="ltr"><p><b>Bidirectional texture function</b> (BTF) <sup id="cite_ref-r3_1-0" class="reference"><a href="#cite_note-r3-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-r4_2-0" class="reference"><a href="#cite_note-r4-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-r1_3-0" class="reference"><a href="#cite_note-r1-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup> is a 6-<a href="Dimension" title="Dimension">dimensional</a> function depending on planar texture coordinates (x,y) as well as on view and illumination spherical angles. In practice this function is obtained as a set of several thousand color images of material sample taken during different camera and light positions.
</p><p>The BTF is a representation of the appearance of texture as a function of viewing and illumination direction. It is an image-based representation, since the geometry of the surface is unknown and not measured. BTF is typically captured by imaging the surface at a sampling of the hemisphere of possible viewing and illumination directions. BTF measurements are collections of images. The term BTF was first introduced in <sup id="cite_ref-r3_1-1" class="reference"><a href="#cite_note-r3-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-r4_2-1" class="reference"><a href="#cite_note-r4-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup> and similar terms have since been introduced including <a href="Bssrdf" class="mw-redirect" title="Bssrdf">BSSRDF</a><sup id="cite_ref-r5_4-0" class="reference"><a href="#cite_note-r5-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup> and SBRDF (spatial BRDF). SBRDF has a very similar definition to BTF, i.e. BTF is also a spatially varying BRDF.
</p><p>To cope with a massive BTF data with high redundancy, many compression methods were proposed.<sup id="cite_ref-r1_3-1" class="reference"><a href="#cite_note-r1-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-r2_5-0" class="reference"><a href="#cite_note-r2-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup>
</p><p>Application of the BTF is in <a href="Photorealistic" class="mw-redirect" title="Photorealistic">photorealistic</a> material rendering of objects in <a href="Virtual_reality" title="Virtual reality">virtual reality</a> systems and for visual scene analysis,<sup id="cite_ref-r7_6-0" class="reference"><a href="#cite_note-r7-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup> e.g., recognition of complex real-world materials using bidirectional feature histograms or 3D textons.
</p><p>Biomedical and biometric applications of the BTF include recognition of skin texture.<sup id="cite_ref-r6_7-0" class="reference"><a href="#cite_note-r6-7"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup>
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<div class="mw-heading mw-heading2"><h2 id="See_also">See also</h2></div>
<ul><li><a href="Bidirectional_scattering_distribution_function" title="Bidirectional scattering distribution function">BSDF</a> == <a href="Bidirectional_reflectance_distribution_function" title="Bidirectional reflectance distribution function">BRDF</a> + <a href="Bidirectional_transmittance_distribution_function" class="mw-redirect" title="Bidirectional transmittance distribution function">BTDF</a>, a 4+1 dimensional function of the scattering distribution from a single <a href="Point_(geometry)" title="Point (geometry)">point</a>/<a href="Pixel" title="Pixel">pixel</a>/<a href="Vertex_(computer_graphics)" title="Vertex (computer graphics)">vertex</a>.</li>
<li><a rel="nofollow" class="external text" href="https://www.cs.columbia.edu/CAVE/software/curet/">Columbia Utrecht Reflectance and Texture Database</a></li>
<li><a rel="nofollow" class="external text" href="http://cg.cs.uni-bonn.de/en/projects/btfdbb/">BTF Database Bonn and Measurement Lab</a></li>
<li><a rel="nofollow" class="external text" href="http://ro.utia.cas.cz/10cvpr_tutorial/">CVPR 2010 BTF Modeling Tutorial</a></li>
<li><a rel="nofollow" class="external text" href="http://www.cgg.cvut.cz/members/havravla/btfbase/">BTFbase - BTF compression based on a multi-level vector quantization (free BTF shader)</a></li>
<li><a rel="nofollow" class="external text" href="http://btf.utia.cas.cz/">UTIA BTF Database - a new source of publicly available bidirectional texture function measurements</a></li></ul>
<div class="mw-heading mw-heading2"><h2 id="References">References</h2></div>
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</style><cite id="CITEREFKristin_J._DanaBram_van_GinnekenShree_K._NayarJan_J._Koenderink1999" class="citation journal cs1">Kristin J. Dana; Bram van Ginneken; Shree K. Nayar; Jan J. Koenderink (1999). <a rel="nofollow" class="external text" href="http://www.ece.rutgers.edu/~kdana">"Reflectance and texture of real world surfaces"</a>. <i>ACM Transactions on Graphics</i>. <b>18</b> (1): <span class="nowrap">1–</span>34. <a href="Doi_(identifier)" class="mw-redirect" title="Doi (identifier)">doi</a>:<span class="id-lock-free" title="Freely accessible"><a rel="nofollow" class="external text" href="https://doi.org/10.1145%2F300776.300778">10.1145/300776.300778</a></span>. <a href="S2CID_(identifier)" class="mw-redirect" title="S2CID (identifier)">S2CID</a> <a rel="nofollow" class="external text" href="https://api.semanticscholar.org/CorpusID:622815">622815</a>.</cite></span>
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