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dc.contributor.authorMeseth, Janen_US
dc.contributor.authorMüller, Geroen_US
dc.contributor.authorKlein, Reinharden_US
dc.contributor.editorDirk Reinersen_US
dc.date.accessioned2016-02-17T14:16:08Z
dc.date.available2016-02-17T14:16:08Z
dc.date.issued2003en_US
dc.identifier.isbn3-905673-53-3en_US
dc.identifier.urihttp://dx.doi.org/10.2312/osg.20031424en_US
dc.description.abstractThe Bidirectional Texture Function (BTF) is a suitable representation for the appearance of highly detailed surface structures under varying illumination and viewing conditions. Since real-time rendering of the full BTF data is currently not feasible, approximations of the six-dimensional BTF are used such that the amount of data is reduced and current graphics hardware can be exploited. While existing methods work well for materials with low depth variation, realism is lost if the depth variation grows. In this paper we analyze this problem and devise a new real-time rendering method, which provides signi cant improvements with respect to realism for such highly structured materials without sacri cing the general applicability and speed of previous algorithms. We combine our approach with texture synthesis methods to drastically reduce the texture memory requirements and demonstrate the capabilities of our new rendering method with several examples.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectColoren_US
dc.subjectshadingen_US
dc.subjectshadowingen_US
dc.subjectand textureen_US
dc.titlePreserving Realism in Real-Time Rendering of Bidirectional Texture Functionsen_US
dc.description.seriesinformationOpen SG 2003en_US
dc.description.sectionheadersHigh-Level Shadingen_US
dc.identifier.doi10.2312/osg.20031424en_US


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