Language: | Slovenian |
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Year of publishing: | 2014 |
Typology: | 2.11 - Undergraduate Thesis |
Organization: | UL FRI - Faculty of Computer and Information Science |
Publisher: | [M. Drame] |
UDC: | 004.9:53(043.2) |
COBISS: |
10631508
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Views: | 49 |
Downloads: | 4 |
Average score: | 0 (0 votes) |
Metadata: |
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Secondary language: | English |
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Secondary title: | Physically based shading |
Secondary abstract: | Physically-based shading is a trend in both film and game production. Content creators can easily create realistic materials, without time-consuming tweaking for different illumination. Advantages stem from better simulation of the underlying physics. We take a look at the most important physically-based shading models. We discuss what makes them different from older models. The first part of the thesis describes the interaction between light and surfaces. This physics background is important to understand, since we use it to explain the derivation of the math behind shading models. Specific focus is placed on microfacet models and their building blocks. We compare various choices for these blocks. The second part of the thesis describes implementations based on importance sampling techniques, which are used extensively in film production. Importance sampling of microfacet models is also included. We conclude with an interactive version of these techniques. |
Secondary keywords: | shading;geometric optics;BRDF;rendering;realism;microfacet models;importance sampling;computer science;computer and information science;computer science and mathematics;diploma; |
File type: | application/pdf |
Type (COBISS): | Undergraduate thesis |
Study programme: | 1000425 |
Thesis comment: | Univerza v Ljubljani, Fakulteta za računalništvo in informatiko |
Pages: | 80 str. |
ID: | 8739319 |