A practical shading model for ray tracing

Examensarbete för masterexamen

Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.12380/246061
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dc.contributor.authorKäkelä, Aki
dc.contributor.departmentChalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers)sv
dc.contributor.departmentChalmers University of Technology / Department of Computer Science and Engineering (Chalmers)en
dc.date.accessioned2019-07-03T14:24:18Z-
dc.date.available2019-07-03T14:24:18Z-
dc.date.issued2016
dc.identifier.urihttps://hdl.handle.net/20.500.12380/246061-
dc.description.abstractPhotorealistic rendering relies on informative descriptions of its scenes. In particular, the material properties of 3D objects is important to achieve convincing results. The material of an object details how it interacts with light, for instance the color, transparency, and the sharpness of its reflections. What arises in practice is finding a brief description that allows for a wide range of materials to be represented, while preserving photorealism - in other words, a practical material system. These constraints mean that the material parameters should be few and easy to understand, and creating the material definitions themselves must be simple. This report outlines a shading model that attempts to deal with these issues, and presents a collection of base material types that exposes only a few, but powerful, parameters for artists to work with.
dc.language.isoeng
dc.setspec.uppsokTechnology
dc.subjectInformations- och kommunikationsteknik
dc.subjectData- och informationsvetenskap
dc.subjectInformation & Communication Technology
dc.subjectComputer and Information Science
dc.titleA practical shading model for ray tracing
dc.type.degreeExamensarbete för masterexamensv
dc.type.degreeMaster Thesisen
dc.type.uppsokH
Collection:Examensarbeten för masterexamen // Master Theses



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