Utilizing Measured Reflectance for Real-time Rendering in Game Engines
Identifikátory výsledku
Kód výsledku v 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>
Výsledek na webu
<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
—
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Utilizing Measured Reflectance for Real-time Rendering in Game Engines
Popis výsledku v původním jazyce
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.
Název v anglickém jazyce
Utilizing Measured Reflectance for Real-time Rendering in Game Engines
Popis výsledku anglicky
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.
Klasifikace
Druh
O - Ostatní výsledky
CEP obor
—
OECD FORD obor
10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)
Návaznosti výsledku
Projekt
—
Návaznosti
S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2024
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů