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dc.contributor.authorMeyer-Spradow, Jennisen_US
dc.contributor.authorLoviscach, Joernen_US
dc.date.accessioned2015-11-12T07:55:30Z
dc.date.available2015-11-12T07:55:30Z
dc.date.issued2003en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egs.20031043en_US
dc.description.abstractThe look of a non-transparent material is determined by its bidirectional reflection distribution function (BRDF). To design 3-D objects for example for games or animation films thus includes to design BRDFs. However, as functions defined on a four-dimensional domain, these form a vast space that is very difficult to explore interactively. Typically, the infinite number of degrees of freedom is reduced to a tractable handful of parameters by introducing simplified physical models or heuristic approximations such as Phongs. As the complexity of such approaches increases, they become difficult to master for a human operator. Even if many parameters are made accessible, an infinite variety of useful and/or interesting BRDFs remains hidden and inaccessible. We therefore propose a method of constructing BRDFs through genetic programming with a human operator making choices based on his or her preferences. With the pixel shader programmability of modern graphics cards this can be performed in real time.en_US
dc.publisherEurographics Associationen_US
dc.titleEvolutionary Design of BRDFsen_US
dc.description.seriesinformationEurographics 2003 - Short Presentationsen_US


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