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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Surface Discretisation E ects on 3D Printed Surface Appearance</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Alina Pranovich</string-name>
          <email>alina.pranovich@liu.se</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sasan Gooran</string-name>
          <email>sasan.gooran@liu.se</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jeppe Revall Frisvad</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Daniel Nystrom</string-name>
          <email>daniel.nystrom@liu.se</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Linkoping University</institution>
          ,
          <addr-line>Norrkoping</addr-line>
          ,
          <country country="SE">Sweden</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Technical University of Denmark</institution>
          ,
          <addr-line>Kongens Lyngby</addr-line>
          ,
          <country country="DK">Denmark</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The spatial resolution of 3D printing is nite. The necessary discretisation of an object before printing produces a step-like surface structure that in uences the appearance of the printed objects. To study the e ect of this discretisation on specular re ections, we print surfaces at various oblique angles. This enables us to observe the step-like structure and its in uence on re ected light. Based on the step-like surface structure, we develop a re ectance model describing the redistribution of the light scattered by the surface, and we study dispersion e ects due to the wavelength dependency of the refractive index of the material. We include preliminary veri cation by comparing model predictions to photographs for di erent angles of observation.</p>
      </abstract>
      <kwd-group>
        <kwd>BRDF 3D printing gloss material appearance</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        The appearance of objects with known optical properties can be modelled with
di erent rendering techniques [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. An aspect of particular interest is color
appearance assessment under a certain illumination [
        <xref ref-type="bibr" rid="ref10 ref15">10,15</xref>
        ]. While one might expect
manufactured surfaces to be perfectly smooth, each manufacturing process
imprints its characteristics on the object including mechanical properties [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] and
appearance [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. An important part of object appearance is gloss (re ection
highlights) [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Highlights are directly a ected by the surface structure as it changes
the magnitude and directions of specular light re ections. Even with the same
raw material, the surface can be perceived as having slightly di erent colour
caused by di erent manufacturing technology and surface nishing. One
example is objects produced by 3D printing [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
      <p>
        In 3D printing, the surface requires discretisation. For example, in Fused
Deposition Modelling 3D printing (FDM), the object is created by applying
melted material in a layer-by-layer ow. Any oblique surface to be printed will
be a ected by this slicing. As a result, any oblique surface will be approximated
by a staircase-like shape. In this paper, we investigate plane surfaces of
FDMprinted wedges and the e ect of the surface discretisation on the appearance for
di erent wedge angles. For this, we consider wedges as schematically shown in
Fig. 1, a{c). We limit our study to surface re ection only. Once the scattering
of light by the surface has been modelled, it can be combined with subsurface
scattering using volumetric light transport simulation [
        <xref ref-type="bibr" rid="ref6 ref7">6,7</xref>
        ].
      </p>
      <p>
        Re ectance models for ridges such as the symmetric V-groove cavity [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]
have been studied for a long time. Most models however study the bidirectional
re ectance distribution function (BRDF) resulting from a statistical
distribution of microfacet normals [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], where the microfacets form V-grooves. Multiple
re ections were recently included in this type of model [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], also for
nonsymmetric V-grooves [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], but our interest is re ectance from a periodic ridged surface
rather than a distribution of microfacets. The symmetric V-groove model was
recently investigated for a periodic ridged surface [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Our staircase-like ridges
are, however, both nonsymmetric and periodic. In other related work, a BRDF
was developed for ridged surfaces like ours [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. There, the authors focused on
single scattering and incorporated statistical distribution of surface normals
together with the ridges to model surface imperfection. We include retrore ection
due to two scattering events, and we parameterise our model in a di erent way
to make the model suitable for the staircase structures observed in 3D printing.
A model for retrieval of a shading normal following the step-like structure of 3D
printed objects has also been suggested [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. This model, however, was intended
for close-up rendering of the layers rather than calculation of a BRDF.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Method</title>
      <p>
        Angular redistribution of incident light after single or multiple re ections can
be quantitatively estimated with geometrical ray optics, together with the
Fresnel equations [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. The range of validity of this approach is determined by two
main assumptions. First, the structures must be substantially larger than the
wavelength (considering visible light, 380-780 nm) to prevent visible interference
e ects. Hence, at least a few micrometers. Second, the size of individual surface
elements shall not substantially exceed the resolution of the human eye, which,
for example, at a viewing distance of 50 cm is on the order of 150 mm.
      </p>
      <p>For the wedges described above, together with a given printing resolution, the
unit cell considered for calculation is de ned as illustrated in Fig. 1, e). A unit
cell is chosen as a concave right-angled structure with two slopes de ned by the
vertical printing resolution. The length of one side corresponds to the printing
layer thickness l1 (vertical printing resolution). The second side l2 is given by l1
and the wedge angle 2. The side corresponding to the layer thickness l1 forms
the angle 1 = 90 2 with the wedged plane (Fig. 1, a,e). We thus have</p>
      <p>Discretised surface
(red)
θi+2β2
θi-2β1
-θi</p>
      <p>Model
(side view)
l1
3D Print
b)</p>
      <p>l2
e)
a)</p>
      <p>)
d)</p>
      <p>
        Wedge angle
It is su cient to consider a one-dimensional unit cell as the surface is constant
in the perpendicular lateral direction. The relation of the angle of incidence i
and the angle of observation o to 3D direction vectors describing the light-view
con guration and the surface geometry is covered by Luongo et al. [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
      <p>Incident illumination is de ned through a number of rays hitting the section
of the length l = pl12 + l22 between the tips of the slopes. By assuming that
illumination consists of a number of rays homogeneously distributed with a certain
density in the plane de ned by the unit cell, we can express radiance of
incident light through the projection of any segment within the unit cell onto the
rayfront. The radiance illuminating each slope is then expressed through their
projections:
r1 = l1 maxfsin( 2 + i); 0g + l2 minfcos( 2 + i); 0g
r2 = l2 maxfcos( 2 + i); 0g + l1 minfsin( 2 + i); 0g :
(2)
(3)
The max and min functions help us to avoid listing three di erent cases. When
2 i 1, the rst terms in the two expressions are nonzero, while the
second terms are zero. On the other hand, when i &lt; 2, we have r1 = 0 and
both terms active for r2. The opposite is the case for i &gt; 1. We also recall
Lambert's cosine law: the more grazing the angle of incidence, the smaller the
density of incident rays. The irradiance is thus proportional to the cosine of the
angle of incidence, but this term is not part of the BRDF.</p>
      <p>Light can leave the surface after being re ected once by any of the slopes
or after a double re ection. Due to the mutually perpendicular slopes, each
case where double re ection occurs is a retrore ection, with the scattered light
direction coinciding with the direction of incidence (independently of the wedge
angle). By letting our model account for this retrore ection, masking e ects do
not need to be considered explicitly, but are intrinsically accounted for. One
angle of incidence i can be associated with several scattering angles. Depending
on the position of an incident ray along the slopes, light can be re ected with
scattering angle o:</p>
      <p>from left slope : o = i + 2 2
from right slope : o = i
retrore ection :
o =
The convention regarding the sign of i and o still follows Fig. 1, d). For a
given angle of incidence, we calculate the proportion of the rays being re ected
once or twice. Those proportions are expressed through the projections of the
corresponding sections onto the rayfront. We can use o from Eqs. (4{5) to get
the direction of the incident light after the rst re ection. Retrore ection occurs
for the part of the rst re ection being incident on the other slope. Insertion of
the new directions in Eqs. (2-3) then provides the desired projections. For 2 &lt;
i 1 2, all rays hitting the right slope will be retrore ected. The rays hitting
the left slope will be partially directly re ected and partially retrore ected. The
direction of the light after re ection in the left slope is 180 i 2 2. Inserting
this direction of incidence in Eq. (2), we get the projection of the part of the left
slope from which retrore ection occurs:
For angles of incidence satisfying i &gt; 1 or i &lt; 2, only direct re ection
occurs, which we calculate using Eqs. (2{3). The proportion of scattered light
in each direction can have a value between 0 and l cos i. We thus represent the
proportions as re ectance ratios through division by l cos i.</p>
      <p>
        In addition to geometric considerations, the material refractive index in
uences the re ections of the individual slope surfaces. We calculate bidirectional
re ectances using the Fresnel equations with tabulated wavelength-dependent
refractive indices for the 3D printing materials obtained from spectroscopic
ellipsometry. P- and S-polarised light is considered separately. For our nal results,
we use unpolarised light incident in the plane depicted in Fig. 1. The re ectance
Similar considerations apply for 1 2 &lt; i &lt; 1. Here, all rays hitting the left
slope will be retrore ected. The part of the rays falling on the right slope and
being retrore ected is given by
r21 = l1 sin( 2 + i) :
r12 = l2 cos( 2 + i) :
is then half of each type of polarisation (also in the case of retrore ection as the
plane of incidence is the same for both re ections). The amount of light entering
the material is given by one minus the Fresnel re ectance. This refracted light
can be used with a model for volumetric light transport [
        <xref ref-type="bibr" rid="ref6 ref7">6,7</xref>
        ] or subsurface
scattering [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] to compute the full appearance of the wedge beyond predictions by
our model. In this paper, we focus on the surface re ectance, which in terms of
appearance attributes can be interpreted as gloss and colour of gloss. In order
to model surface appearance under a certain viewing angle, light from all angles
of incidence re ected into the desired viewing direction is integrated.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Results and Discussion</title>
      <p>The described approach was used to predict re ectance properties of wedges
printed with a fused deposition modelling (FDM) printer. Black polylactide
(PLA) lament was used. Slope angles of the wedges were set to the values 10 ,
20 , 30 , 40 , 45 , and 60 . Examples of printed wedges with 10 and 45 (side
view) are shown in Fig. 2. The footprint of each slope was 2 2 cm2. The
numbers of layers needed for each print were obtained after slicing the models with
de ned layer thickness (resolution in z direction). Larger slope angles resulted
in a larger number of layers needed. Thus the step in y direction was smaller for
the higher slope angles. Table 1 summarises used and calculated parameters.</p>
      <p>We computed the re ectance by combining the pure geometrical e ect with
the Fresnel angular re ectance for each angle of incidence and re ection. Results
at 550 nm are shown in Fig. 3. For the refractive index, a representative value
of n = 1:46 for PLA has been chosen. The wavelength-dependent values of the
wedge angle,
number of layers
y-step, mm
refractive index were obtained by spectroscopic ellipsometry and are shown in
Fig. 4. As the re ectance values have been calculated for a one-dimensional
surface cross-section, i.e. one plane of incidence and re ection, they represent an
in-plane BRDF of the printed surface.</p>
      <p>Characteristic patterns can be observed in the diagrams: The straight line
o = i corresponds to retrore ection. The other two lines represent direct
re ections from the two slopes, l1 and l2. Retrore ection is weaker because it
involves two re ections. Retrore ection is not possible for i &lt; 2 or i &gt; 1.
The top-left line represents direct re ection from the left slope and the
bottomright line corresponds to direct re ection from the right slope. The intensity
of the direct re ectances becomes weaker when also retrore ection is possible.
Otherwise, the radiance distribution along the lines is a result of both the Fresnel
re ectances and the geometrically determined proportions.</p>
      <p>Considering light incident from all directions (di use lighting), the re ected
contributions towards a given viewing angle can be accumulated (by integrating
over all angles of incidence). An example is shown in Fig. 5. Here, characteristic
peaks for certain angles of observation of each wedge can be observed. The peaks
correspond to the situation when the longer slope is being illuminated under
shallow angles. For example, for a 10 wedge with 2 = 10 , 1 = 80 , this occurs
when i is close to 90 and hence, o approaches 90 + 2 2 (here 70 ). From
Fresnel equations, larger angles of incidence (with respect to the slope's surface
normal) lead to the higher re ectance values (for angles greater than Brewster's
angle). However, there is no contribution if i = 90 . This causes a minimum at
o = 90 + 2 2. For wedge angles larger than 45 ( 1 &lt; 45 ), there is a strong
contribution of light re ected at shallow angles directly o the right slope. This
happens for i approaching +90 and o approaching 90 2 1. Comparing
di erent wedge angles in Fig. 5, the longest printing step in y-direction was
made in the case of the 10 wedge angle. Therefore the contribution to the peak
value is the highest in this case, while the peak is least pronounced for 45 .
Furthermore, as expected, the BRDF for the wedge angle 45 is symmetric with
respect to o = 0 , as the unit cell is mirror symmetric. Similarly, the BRDFs
of 30 and 60 wedges are mutually symmetric. For comparison, we calculated
also the spectral re ectance for a plane surface which is shown in Fig. 5.
3.1</p>
      <sec id="sec-3-1">
        <title>Spectral dependencies and appearance interpretation</title>
        <p>In order to be able to interpret calculated light quantities as appearance
attributes, the above described calculation has to be carried out for each
wavelength of the visible spectrum (380 to 780 nm) separately because the refractive
index is dispersive. Accumulated re ectance spectra for a given viewing
direction were calculated after integrating over all incidence angles. An example of
spectral re ectance for viewing angle 0 is shown in Fig. 6. Assuming a certain
illuminant (e.g. D65), integrated re ected (scattered) radiance spectra towards
a given angle of observation can be calculated and interpreted as surface
contribution to the overall appearance. Interpretation of the colour under standard
illuminants D65 and A is demonstrated in Fig. 7. The radiance changes with
varying viewing angle. Nevertheless, the redistributed specular re ections
represent mostly a colour of the light source. As can be seen in Fig. 6, the re ectance
is relatively uniform over the visible spectrum.
3.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Including surface imperfections</title>
        <p>Real surfaces contain rough details. In the case of the studied printed wedges,
each individual slope surface is rough, also the edges of the layers are not
perfectly sharp, but are to a certain degree round. Those two factors lead to
statistically uctuating angular deviation of scattered radiation, which introduces
the di usion and blurring of specular re ection. Additionally, the nite size of
specimen and light source induce an angular spread. Furthermore, angular
deviations can be observed for light that is incident from outside the plane of interest
depicted in Fig. 1. All these factors can be represented through applying a
convolution with Gaussian broadening to the computed BRDF. Fig. 8 shows the
resulting scattered light angular distribution after applying convolution
representing additional angular spread of re ection caused by surface roughness.</p>
      </sec>
      <sec id="sec-3-3">
        <title>Comparison with photographic images</title>
        <p>As a rst attempt at verifying our approach, we compare the computed
predictions to real visual impressions. For this purpose, a series of photographs was
prepared. A small point-like LED light source was placed in 50 cm distance from
the specimen. Photographs were taken at di erent angles at 90 cm distance with
135 mm objective and the following setting: ISO 100, exposure time 1 second
and aperture 5.6. Figure 9 compares theoretical expectations with real
appearance. The main quality that varies with changing viewing angle is the brightness
which is casued by the redistribution of specular re ections. Despite of large
scattering between the pictures, the general trend can be observed. Apparently,
the real structures reveal large angular broadening. Remarkably, the 10 wedge
has a generally darker appearance than the other ones. Also, the re ectances of
30 and 60 wedges di er from each other while the model predicts symmetric
behaviour. The unit cells for both con gurations have the same geometry,
however the size of the unit cell decreases with the wedge angle. The unit cell of
the 30 wedge is approximately 1.7 times bigger than that of the 60 one. As a
conclusion, the absolute unit size plays a role in the appearance of the oblique
3D printed surfaces. A possible explanation is the impact of the real (rounded)
edges of the printed layers (cf. Fig. 2). If the unit cell size approaches the
curvature radius, those edges will dominate the scattering characteristics. Another
consequence of large angular broadening for structures with smaller unit cells
is the bright intensity scattered towards 80 for wedge angles around 40 as
seen in the photographs. For example, for the 45 wedge, we would expect a
direct re ection toward 90 which would not be observable. The brightness at
80 may result from the discussed angular broadening by imperfections like
the round edges.
In this work, the e ects of oblique surfaces created with 3D printing on the
object's appearance were studied. Due to the limited printing resolution, these
surfaces are discretised according to the surface inclination. Using geometrical
optics, shadowing e ects and angular redistribution of specular re ections were
modelled. Geometrical considerations were complemented by calculating
wavelength dependent re ectance. The so calculated re ectances allowed us to predict
the surface contribution to the object appearance, especially for highly absorbing
materials. The approach was used to compute the colour tone of black material
under a certain illuminant for di erent viewing angles. A series of wedges was 3D
printed using FDM technique and black PLA lament. A comparison of
modelpredicted scattering with photographs taken at di erent viewing angles indicates
reasonable correspondance in particular for those wedges with coarser
discretisation. Such imperfections as rounded edges are not discribed by the model but
have strong impact on surfaces with ner discretisation. For future work, we
suggest a study of other aspects such as di use scattering by surface microfacets
and subsurface scattering in a translucent print material.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Acknowledgment</title>
      <p>Funded by the Horizon 2020 programme of the European Union. Grant #
814158.</p>
    </sec>
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