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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

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

  • Czech description

Classification

  • Type

    O - Miscellaneous

  • CEP classification

  • OECD FORD branch

    10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)

Result continuities

  • Project

  • 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