In the current study, we applied our optics-based canonical approach for the four materials and three lighting modes (
Zhang et al., 2019) and looked into the effects of light map orientation and shape in order to further investigate how to bring out the physical material best—which is an important issue for disciplines and applications involving lighting design and material communication (e.g., computer graphics, design visualizations, webshops, and material selection interfaces). Specifically, we tested the visual perception of our four canonical materials (matte, velvety, specular, glittery) under three metrics-matched natural lighting maps best representing our canonical lighting modes (ambient, focus, and brilliance), namely, the lighting maps Glacier, Ellis, and Grace-new (from the USC database
http://gl.ict.usc.edu/data/HighResProbes/). This test was confined to one perceptual quality per material, namely, the corresponding material quality (matte, velvety, specular, or glittery) for each material mode. The lighting modes are expected to give main effects that are material dependent (
Zhang et al., 2019). The variation of lighting direction is expected to result in no or minor effects for the Glacier illumination, since that is the best match to ambient illumination, which in its purest form is fully diffuse and nondirectional. The Ennis lighting or best match to focus lighting has one clear average direction and thus is expected to affect material perception, based on the literature. The Grace-new as the best match to brilliance light is expected to result in medium effects, since it is more directed and structured than ambient but less directed than focus. These results are expected to be material dependent. With respect to lighting directions, the effects were expected to be significant for specular and glittery material—since for those materials, the image features (highlights) are strongly dependent on the directions of illumination and viewing, due to the steep variations of their BRDFs (see
Nicodemus et al., 1992). In contradistinction, we expected the lighting direction effects to be much subtler for the matte material than for specular and glittery materials, as its BRDF is rather flat (in the ideal case constant) and the shading gradients smooth (considering only smoothly curved shapes). In the case of velvet, the key feature concerns its bright contour, which "sticks" to the silhouette, such that the velvety appearance is also expected to be more robust. To investigate the effect of shape, we implemented, next to our bird shape (
Zhang et al., 2016), a blob shape (
Vangorp, Laurijssen, & Dutré, 2007) and a sphere shape. We chose these shapes, since they were used in previous material perceptions studies and they represent variations from the simplest smooth (sphere), to a complicated smooth (blob), to a roundish object with sharp edges (bird). To vary only the light map orientations for each combination of shape, illumination, and material, the position of the object was kept fixed relative to the camera during the rendering process.