Simulation of wrinkled surfaces
James F. Blinn
Proceedings of the 5th annual conference on Computer graphics and interactive
techniques August 1978, V12, #3, pp 286-292.
ABSTRACT
Computer generated shaded images have reached an impressive degree of realism
with the current state of the art. They are not so realistic, however, that
they would fool many people into believing they are real. One problem is that
the surfaces tend to look artificial due to their extreme smoothness. What is
needed is a means of simulating the surface irregularities that are on real
surfaces. In 1973 Ed Catmull introduced the idea of using the parameter values
of parametrically defined surfaces to index into a texture definition function
which scales the intensity of the reflected light. By tying the texture pattern
to the parameter values, the texture is guaranteed to rotate and move with the
object. This is good for showing patterns painted on the surface, but attempts
to simulate rough surfaces in this way are unconvincing. This paper presents
a method of using a texturing function to perform a small perturbation on the
direction of the surface normal before using it in the intensity calculations.
This process yields images with realistic looking surface wrinkles without the
need to model each wrinkle as a separate surface element. Several samples of
images made with this technique are included.