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|Title: ||BRDF representation and acquisition|
|Authors: ||Guarnera, D.|
|Issue Date: ||2016|
|Publisher: ||© The Author(s) Computer Graphics Forum © The Eurographics Association and John Wiley & Sons Ltd. Published by John Wiley & Sons Ltd.|
|Citation: ||GUARNERA, D. ... et al., 2016. BRDF representation and acquisition. Computer Graphics Forum, 35 (2),
May 2016, pp. 625–650.|
|Abstract: ||Photorealistic rendering of real world environments is important in a range of different areas; including Visual Special effects, Interior/Exterior Modelling, Architectural Modelling, Cultural Heritage, Computer Games and Automotive Design.
Currently, rendering systems are able to produce photorealistic simulations of the appearance of many real-world materials. In the real world, viewer perception of objects depends on the lighting and object/material/surface characteristics, the way a surface interacts with the light and on how the light is reflected, scattered, absorbed by the surface and the impact these characteristics have on material appearance. In order to re-produce this, it is necessary to understand how materials interact with light. Thus the representation and acquisition of material models has become such an active research area.
This survey of the state-of-the-art of BRDF Representation and Acquisition presents an overview of BRDF (Bidirectional Reflectance Distribution Function) models used to represent surface/material reflection characteristics, and describes current acquisition methods for the capture and rendering of photorealistic materials.|
|Description: ||Closed access until 27 May 2017. This paper was accepted for presentation at Eurographics 2016, Lisbon, Portugal, 9-13 May and published in a special issue of the Eurographics journal Computer Graphics Forum.|
|Publisher Link: ||http://dx.doi.org/10.1111/cgf.12867|
|Appears in Collections:||Closed Access (Computer Science)|
Closed Access (Business School)
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