Information
- Publication Type: Journal Paper with Conference Talk
- Workgroup(s)/Project(s):
- Date: November 2026
- Journal: ACM Transactions on Graphics
- Volume: 45
- Open Access: yes
- Note: Hiroyuki Sakai and Saip-Can Hasbay are joint first authors
- Location: Kuala Lumpur, Malaysia
- Lecturer: Hiroyuki Sakai

- Event: SIGGRAPH Asia 2026
- Conference date: 1. December 2026
– 4. December 2026
- Pages: 182:1 – 182:13
- Keywords: material modeling, BRDF representation, importance sampling, Monte Carlo rendering, physically based rendering, metalog distributions
Abstract
A central aspect of modern physically based rendering is the practical yet realistic modeling of material appearance, which requires efficient and accurate representations of bidirectional reflectance distribution functions (BRDFs). In this paper, we present a unified material reflectance representation based on metalog distributions. Introducing quantile-based metalog interpolation and metalog mixture models, our representation captures a wide range of complex reflectance behaviors of both analytic models and real-world materials, while remaining interpretable and efficient. Our approach achieves competitive runtime performance and a small memory footprint, while enabling continuous interpolation between fundamentally different reflectance behaviors. Furthermore, our model is fully differentiable with respect to the coefficients defining the distributions, thus easily integrates into existing differentiable rendering pipelines. In summary, metalog materials can effectively represent real-world reflectance data, interpolate between multiple materials within a unified representation, and be acquired from real-world images via differentiable rendering.
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BibTeX
@article{sakai-2026-mm,
title = "Metalog Materials",
author = "Hiroyuki Sakai and Saip Can Hasbay and Christian Freude and
Michael Wimmer and David Hahn",
year = "2026",
abstract = "A central aspect of modern physically based rendering is the
practical yet realistic modeling of material appearance,
which requires efficient and accurate representations of
bidirectional reflectance distribution functions (BRDFs). In
this paper, we present a unified material reflectance
representation based on metalog distributions. Introducing
quantile-based metalog interpolation and metalog mixture
models, our representation captures a wide range of complex
reflectance behaviors of both analytic models and real-world
materials, while remaining interpretable and efficient. Our
approach achieves competitive runtime performance and a
small memory footprint, while enabling continuous
interpolation between fundamentally different reflectance
behaviors. Furthermore, our model is fully differentiable
with respect to the coefficients defining the distributions,
thus easily integrates into existing differentiable
rendering pipelines. In summary, metalog materials can
effectively represent real-world reflectance data,
interpolate between multiple materials within a unified
representation, and be acquired from real-world images via
differentiable rendering.",
month = nov,
journal = "ACM Transactions on Graphics",
volume = "45",
note = "Hiroyuki Sakai and Saip-Can Hasbay are joint first authors",
pages = "182:1--182:13",
keywords = "material modeling, BRDF representation, importance sampling,
Monte Carlo rendering, physically based rendering, metalog
distributions",
URL = "https://www.cg.tuwien.ac.at/research/publications/2026/sakai-2026-mm/",
}