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dc.contributor.authorKneiphof, Tomen_US
dc.contributor.authorGolla, Timen_US
dc.contributor.authorWeinmann, Michaelen_US
dc.contributor.authorKlein, Reinharden_US
dc.contributor.editorReinhard Klein and Holly Rushmeieren_US
dc.date.accessioned2018-08-29T06:56:36Z
dc.date.available2018-08-29T06:56:36Z
dc.date.issued2018
dc.identifier.isbn978-3-03868-055-0
dc.identifier.issn2309-5059
dc.identifier.urihttps://doi.org/10.2312/mam.20181196
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/mam20181196
dc.description.abstractCar paints are visually complex materials that are of great importance for numerous real-time applications, including not only the game and movie industries but also virtual prototyping and design as well as advertisement. In addition to the creation of plausible materials by designers, more and more industrial effort is spent on capturing large databases of digitized materials. However, capturing complex reflectance characteristics of car paints involves the use of specialized, commercially available devices that come with predefined, standardized material formats. Using these digitized materials within other frameworks such as game engines is a challenging task due to the lacking compatibility of the involved rendering models. In this paper, we address these compatibility issues by fitting the available parameters of the game engine's material model to best match the appearance of the measured material.en_US
dc.publisherThe Eurographics Associationen_US
dc.subject!
dc.subject
dc.titleA Method for Fitting Measured Car Paints to a Game Engine's Rendering Modelen_US
dc.description.seriesinformationWorkshop on Material Appearance Modeling
dc.description.sectionheadersCloth and Cars
dc.identifier.doi10.2312/mam.20181196
dc.identifier.pages27-31


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