Utilizing Measured Reflectance for Real-time Rendering in Game Engines
The result's identifiers
Result code in IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F68407700%3A21230%2F24%3A00377590" target="_blank" >RIV/68407700:21230/24:00377590 - isvavai.cz</a>
Result on the web
<a href="https://cescg.org/cescg_submission/utilizing-measured-reflectance-for-real-time-rendering-in-game-engines/" target="_blank" >https://cescg.org/cescg_submission/utilizing-measured-reflectance-for-real-time-rendering-in-game-engines/</a>
DOI - Digital Object Identifier
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Alternative languages
Result language
angličtina
Original language name
Utilizing Measured Reflectance for Real-time Rendering in Game Engines
Original language description
Having an appropriate reflectance model is a crucial part of achieving realistic rendering. Currently, the vast majority of renderers rely on physically-based analytic models with a few parameters. In this paper, we consider another approach and explore the possibility of usingmeasured reflectance data to render 3D objects covered with realworld materials in real-time graphics. Specifically, we created an implementation for two major game engines, Unity and Unreal Engine 5, and compared it with the analytic model. For these purposes, more than 200 samples of materials were measured, and an application was developed to process the measured data.
Czech name
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Czech description
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Classification
Type
O - Miscellaneous
CEP classification
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OECD FORD branch
10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)
Result continuities
Project
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Continuities
S - Specificky vyzkum na vysokych skolach
Others
Publication year
2024
Confidentiality
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů