## 1 Introduction  
\"How to digitize material information to render more realistic virtual materials\" has been a hot topic in computer graphics. To address this issue, previous researchers have utilized the Bidirectional Reflectance Distribution Function (BRDF) to describe the relationship between incident light and reflected light during the interaction between light rays and material surfaces, thereby characterizing the reflection characteristics of an opaque surface [1]. [PERSON] et al. [2] designed a gonioreflectometer to measure the data of the material BRDF. Subsequently, a large body of work has been focused on optimizing this process [3; 4; 5; 6]. Nowadays, researchers use multi-spectral polarized reflection meter systems [7] and free-form surface mirrors [8] to accurately measure and characterize material information in reality. In the VR and gaming industries, real-time rendering is in high demand. However, BRDF data necessitates complicated calculations for rendering and consists of an enormous amount of data. Therefore, in real-time rendering systems, the estimation of BRDF for materials is implemented and saved as numerous textures. BRDF estimation is a crucial aspect of computer vision research, and early studies frequently employed photometric stereo based on the Lambertian reflection model to estimate material BRDF [9]. Yet, as an ideal reflection surface model, the Lambertian reflection model cannot accurately describe natural materials. Thus, non-Lambertian models have continued to be the focus of subsequent research. [PERSON] et al. [10] estimated the material reflectance based on the Phongmodel [11] using RGB pictures under a single-point light source illumination. In recent years, with the advent of convolutional neural networks, numerous studies have presented outstanding deep learning-based material reflectance estimate techniques [12; 13; 14]. Due to the advancements in Physically-Based Rendering (PBR) technology, today's video game and film industries are now capable of creating extremely realistic visual effects. In 1979, [PERSON] [15] published a paper introducing the idea of physics-based rendering, which opened up research in the field. The paper mentioned the use of ray tracing to achieve global illumination, which produced astonishing rendered images at the time. Following [PERSON]'s research, [PERSON] [16; 17] proposed the micro-surface reflection model, which signifies a breakthrough in the development of physically-based rendering technology. This model is able to render the surface effects of metal materials more accurately than any previous method. Nowadays, the Cook-Torrance rendering framework has become the industry standard. Existing PBR frameworks contain a large number of empirical parameters, and the majority of designers believe in the phrase \"If it looks right, it is right\" [18]. The production of virtual materials in VR often relies on the developer's experience and aesthetic judgment rather than explicit quantitative criteria. This results in VR photorealistic visuals that are nevertheless distinguishable from actual images viewed with the naked eye. Researchers suggest establishing a mapping model between physical quantities and psychological quantities based on people's perceptions as a viable approach. In the study of the perception of material qualities. [PERSON] et al. [19; 20] built the Flickr Material Database (FMD) by downloading 1000 images of different materials (each of the 10 classes of materials contains 100 photos, such as cloth, leaves, wood, etc. ), which laid the framework for the investigation of material recognition. The study demonstrates that individuals can recognize materials in immediate visual stimulus and discern between actual and fake materials with remarkable accuracy in 40 ms. [PERSON] et al. [21] observe in a subsequent crowdsourcing investigation with 2500 individuals that the accurate recognition rate of materials is approximately 85%, supporting the discovery that observers are adept at detecting materials from 2d screens.