1. Introduction
Physically Based Rendering (PBR) has become the dominant paradigm for material representation in digital environments, supporting a wide range of real-time applications such as AR/VR, interactive product design, projection-based prototyping, and web-based visualisation [
1,
2]. By representing appearance through texture maps, PBR enables the scalable and perceptually consistent reproduction of materials across rendering engines [
3,
4]. While offline rendering can achieve extreme photorealism through computationally intensive algorithms, real-time rendering prioritises efficiency, consistency, and robustness under limited computational resources [
5,
6]. This distinction makes the availability of reliable PBR textures essential for interactive scenarios, where runtime feasibility is as important as visual fidelity. Reliable PBR appearance data can be obtained via three complementary routes: (i) artistic or AI-assisted authoring (procedural and learning-based) [
7,
8], (ii) scanning-based acquisition of real samples [
9,
10], and (iii) simulation-based synthesis using physically based light-transport models, including path tracing and Metropolis Light Transport (MLT), to generate realistic appearances and large-scale training data [
11,
12].
The demand for digital materials is further amplified by the growing trend towards personalisation and customisation in product design [
13]. Designers and companies increasingly require accurate digital counterparts of physical samples that can be produced rapidly and integrated directly into interactive workflows. However, access to such materials remains constrained. Professional-grade scanning devices provide comprehensive capture capabilities but are prohibitively expensive and closed-source and require specialised training [
14,
15]. At the same time, low-cost custom-built systems based on consumer hardware have been explored. However, they often lack rigorous optical design, standardised calibration strategies, and reproducible workflows [
16]. This divide forces practitioners to choose between costly precision and limited reliability.
In addition to the currently established scanning approaches, several alternative methods have been suggested in the broader literature as potential directions for future PBR texture acquisition. Digital holography has been investigated for high-precision surface-roughness measurement, which could be combined with photographic textures to enhance geometric detail [
17]. Visual colour display holograms, also known as optoclones, provide analogue replications of texture appearance that could subsequently be digitised using advanced imaging techniques [
18]. Recent work on the digitisation of such holographic representations further demonstrates possible pathways from analogue optoclones to digital appearance data [
19]. Nevertheless, as these approaches are still immature and unsuitable for routine prototyping, a strong need remains for practical in-house solutions for real-time rendering.
Building on these considerations, there is a clear need for digitisation solutions that can be deployed directly in-house, without reliance on expensive commercial systems or external services. Such solutions must substantially reduce costs, in terms of both equipment and operational expenses, while remaining simple to set up and operate through the use of readily available components. At the same time, they must deliver accuracy sufficient for the intended use, ensuring that the generated textures meet the quality requirements of real-time rendering workflows. Equally important, these systems should be reproducible, transparent, and adaptable, allowing practitioners not only to replicate the technology but also to customise it for different materials or application scenarios.
In response, this paper presents a custom-built scanning system and a fully documented workflow for the digitisation of flat materials based on photometric stereo. The system integrates cross-polarised illumination, automated multi-light image acquisition, and a dual-stage colour-calibration strategy, followed by a modular node-based reconstruction pipeline that generates albedo and normal maps. In addition, we introduce a reproducible evaluation methodology that quantifies colour accuracy using the CIEDE2000 () metric and validates geometric fidelity through angular-error analysis of known-geometry samples. By openly providing the workflow, bill of materials, and implementation details, this work delivers an accessible and adaptable solution optimised for real-time rendering. Its combination of affordability, reproducibility, and systematic evaluation distinguishes it from existing alternatives and makes it particularly suitable for interactive design and product-customisation contexts.
2. Related Works
Material scanning techniques can broadly be divided into two main categories: image-based approaches and active sensing systems. The latter, including laser scanners and structured-light devices, are primarily optimised for geometric reconstruction, often achieving sub-millimetre accuracy and excelling at capturing complex object shapes [
20]. However, their treatment of surface appearance is typically secondary: colour is acquired through auxiliary cameras or projected patterns and later mapped onto the reconstructed mesh [
21]. This process is sensitive to registration errors, lighting inconsistencies, and resolution limits, which reduces the reliability of the resulting albedo or normal maps. Consequently, while these systems are highly effective for shape digitisation, they do not provide the photometrically consistent texture maps required for PBR workflows. By contrast, image-based approaches such as photogrammetry and photometric stereo directly capture appearance information. Photogrammetry focuses on producing dense 3D meshes from multi-view image sets, whereas photometric stereo specialises in recovering detailed surface normals and fine-scale textures from controlled lighting variations at a fixed viewpoint, making it suitable when appearance fidelity is the primary objective [
22].
Photometric stereo was first introduced by Woodham, who demonstrated its potential for estimating object surface normals based on observed changes in illumination [
23]. Classical photometric stereo methods typically assume perfectly diffuse, or Lambertian, reflectance behaviour. However, many real-world objects exhibit non-Lambertian characteristics, including glossy reflections, interreflections, and specular highlights. To address these issues, numerous enhancements to the basic photometric stereo technique have been developed. One group of methods classifies specular reflections as outliers and attempts to eliminate or reduce their impact. Early attempts included selecting illumination conditions under which surfaces appeared more Lambertian, using algorithms based on subsets of available images [
24]. Subsequent techniques adopted robust statistical approaches, such as random sample consensus (RANSAC), robust Singular Value Decomposition (SVD), and Markov random field models [
25,
26,
27]. While effective in some scenarios, these methods typically require capturing a larger number of images for reliable statistical analysis and often degrade in accuracy when applied to materials exhibiting dense, complex specular reflections or strong interreflections. An alternative set of methods explicitly models non-Lambertian reflectance by fitting nonlinear analytic Bidirectional Reflectance Distribution Functions (BRDFs). Examples include the Torrance–Sparrow model, bivariate BRDF models, and symmetry-based approaches [
28,
29,
30]. Unlike the former category, BRDF-based methods utilise all available image data, theoretically improving accuracy. However, these models are inherently complex and must be tailored specifically to different materials or classes of objects, requiring extensive parameter tuning and case-by-case analyses, which limits their general applicability and ease of deployment in practical settings.
The technology of photometric stereo has been effectively implemented in various commercial and custom-built material scanners. These scanners can broadly be classified into professional-grade commercial devices and custom-engineered setups. Professional scanning solutions offer integrated hardware and software, providing high accuracy, repeatability, and ease of use [
31]. For instance, X-Rite’s TAC7 scanner, part of its Total Appearance Capture (TAC) ecosystem, utilises 30 calibrated LED sources and four high-resolution cameras to generate detailed PBR texture maps, including albedo, normal, gloss, and transparency maps [
32]. Its comprehensive software suite (Pantora) enables high-quality capture suitable for industrial and research applications. Nevertheless, the substantial cost (approximately EUR 150,000) significantly limits its accessibility. Another professional-grade device, the HP Z Captis, integrates advanced polarised and photometric stereo techniques to capture texture resolutions up to 8K. Powered by NVIDIA’s Jetson AGX Xavier, it enables real-time analysis with two scanning modes that accommodate different sample sizes and properties [
33]. Despite its comprehensive capabilities and integration with Adobe Substance 3D Sampler, the relatively high price (USD 19,999) remains a barrier to widespread adoption. Alternative professional devices such as xTex A4 scanner (manufactured by Vizoo in Munich, Germany), the NX Premium Scanner (manufactured by NunoX in Taiwan), and the DMIx SamplR (manufactured by ColorDigital in Cologne, Germany) offer a range of resolutions and capabilities. Still, they are similarly limited by proprietary software, specialised hardware requirements, and relatively high initial investments [
34,
35,
36]. More recently, the TMAC system has emerged as another photometric-stereo-based scanning solution [
37]. It bridges the gap between high-end industrial scanners and experimental research platforms.
On the other hand, custom-built material scanning rigs offer more affordable and adaptable alternatives, constructed using off-the-shelf components such as cameras, LED lighting, polarisers, and programmable controllers. Prominent examples include the smartphone-based scanning setup introduced by Allegorithmic (now Adobe Substance), which integrates seamlessly into Substance 3D workflows, offering an accessible and simplified entry point for users [
38]. Ubisoft engineer Grzegorz Baran proposed a tripod-based configuration optimised for improved lighting distribution and consistency, demonstrating substantial improvement in image quality through careful lighting arrangements [
39]. Additionally, Niklas Hauber developed an automated scanning rig complemented by custom 3D reconstruction algorithms, while the VFX Grace team explored polarisation techniques to minimise glare and accurately capture subtle material details [
40]. Despite these innovations, custom setups typically suffer from critical limitations. Specifically, they often lack scientifically rigorous optical setups, standardised calibration procedures, and clearly defined, reproducible processing workflows. Consequently, scanning results remain inconsistent, heavily dependent on user expertise, material characteristics, and environmental variables.
Existing photometric stereo-based scanning devices, whether commercial or custom-built, have largely overlooked the specific requirements of rapid prototyping and real-time rendering workflows. These contexts demand fast turnaround, reproducibility, and outputs optimised for appearance rather than purely geometric accuracy. This creates the need for a scanning solution that combines scientifically defined optical and mechanical configurations with systematic calibration procedures and a reproducible post-processing pipeline, capable of generating reliable PBR texture maps at a practical cost. The system presented in this paper addresses this gap through a low-cost, fully integrated photometric stereo-based digitisation workflow specifically configured for flat material samples, with an emphasis on supporting time-sensitive prototyping and real-time rendering applications.
5. Conclusions
This work presented a fully customisable and cost-effective material scanning system designed to generate ready-to-use PBR texture maps for real-time rendering applications. The hardware configuration follows the principles of photometric stereo, utilising eight fixed-angle LEDs arranged in an octagonal layout with a vertically mounted camera to ensure stable capture. A cross-polarisation setup was integrated to suppress specular reflection and isolate diffuse surface information. On the software side, the workflow incorporates a two-stage colour calibration procedure, consisting of camera profiling through an X-Rite colour chart and fine-grained correction via a 3D LUT built from 154 RAL samples. The calibrated images are then processed in Adobe Substance 3D Designer using a reusable node-based pipeline, which outputs tiled albedo and normal maps at a 4096 by 4096 resolution, directly compatible with standard rendering engines.
The proposed system was evaluated in terms of both colour and geometric accuracy, as well as usability and cost effectiveness. For albedo maps, 39 RAL colour samples were processed through the complete workflow, yielding a mean of 2.29 after calibration, with most samples reproduced within the perceptual JND threshold of 2.30. Only saturated blue hues showed larger deviations, consistent with known limitations in camera sensor sensitivity. For normal maps, reference geometries fabricated from CAD models demonstrated that the scanner accurately captured both uniform planar slopes and smoothly varying cylindrical gradients, with mean angular errors of 2.24° for the triangular slope and 1.77° for the bevelled cylinder. Beyond accuracy, the workflow was shown to be efficient and accessible: assembly and calibration can be completed with modest effort, while a full acquisition and post-processing sequence can be completed in 5 min. The hardware was assembled for approximately EUR 550, significantly lower than the cost of commercial devices, underscoring the practical viability of the proposed system. Importantly, because the evaluation relies on objective standards, such as colour samples and CAD-derived geometries, rather than device-specific outputs, the same methodology could also serve as a reproducible protocol for assessing other material scanning systems.
While the evaluation confirmed the practicality and accuracy of the proposed workflow, some constraints remain that define its current scope of application. The system is currently configured to digitise A4-sized flat samples, reflecting its optical design and the intended use case of fabrics and leathers. As a result, it cannot be directly applied to curved or complex geometries. Transparent or highly reflective materials also remain challenging, as photometric stereo is not well-suited to capturing their optical behaviour [
55]. A possible solution already under consideration is to integrate upward-facing light sources at the base of the scanner, enabling partial acquisition of subsurface scattering or transmissive effects. In addition, the fidelity of the generated textures is inherently affected by the characteristics of the imaging device. As highlighted in our evaluation, consumer-grade cameras may exhibit colour biases stemming from their spectral response, along with limitations in noise performance and dynamic range. Finally, surface roughness cannot be directly measured with the present photometric-stereo hardware: the standard PS image stack supports recovery of surface normals (and diffuse albedo) but does not directly yield the microfacet roughness parameter used in PBR models [
56]. While our Substance Designer template includes heuristic nodes that infer roughness from albedo/normal inputs, obtaining spatially varying roughness in a physically reliable manner requires additional reflectance information or priors—either via data-driven Spatially Varying Bidirectional Reflectance Distribution Function (SVBRDF) estimation or specialised measurement with gonioreflectometric setups [
57]. We consider these as potential extensions for future versions of the system.
Future developments will focus on broadening both the material range and the scope of evaluation of the system. Extending the hardware to handle non-flat samples represents a natural next step, together with the exploration of lighting configurations that support partial transparency capture. On the software side, the colour calibration procedure could be refined by adopting denser reference datasets such as the RAL Design Plus system with over 1000 colours, thereby improving coverage of the CIELAB colour space and enabling investigation of whether a larger sample set can mitigate the higher deviations observed in the blue hue group. Roughness estimation will also be further investigated, combining heuristic post-processing with data-driven inference methods and, where feasible, complementary instruments. In addition, a subjective evaluation will be introduced to complement the objective metrics. Reconstructed textures from the proposed scanner and from professional systems will be projected alongside real physical samples, and users will be asked to rate their perceived similarity. These directions aim to consolidate the system into a more comprehensive framework for material digitisation, directly supporting real-time rendering applications.