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dc.contributor.authorHaraké, Lauraen_US
dc.contributor.authorBurkard, Evaen_US
dc.contributor.editorReinhard Klein and Holly Rushmeieren_US
dc.date.accessioned2018-08-29T06:56:37Z
dc.date.available2018-08-29T06:56:37Z
dc.date.issued2018
dc.identifier.isbn978-3-03868-055-0
dc.identifier.issn2309-5059
dc.identifier.urihttps://doi.org/10.2312/mam.20181198
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/mam20181198
dc.description.abstractIn the context of photorealistic rendering, global illumination mainly relies on material models from the visible spectrum, whereas thermal infrared signatures receive only little attention. This paper outlines physical principles for determining the temperature distributions within a 3D scene and with it the overall radiance reaching an IR sensor. Hitherto existing approaches for physically based rendering are surveyed. Supposing that those methods still can benefit from recent rendering concepts in visible spectrum, we point out possible transfers.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]
dc.subjectThree Dimensional Graphics and Realism
dc.subjectColor
dc.subjectshading
dc.subjectshadowing
dc.subjectand texture
dc.titleTowards Physically Based Material Appearance in the Thermal Infrared Spectrum: A Short Surveyen_US
dc.description.seriesinformationWorkshop on Material Appearance Modeling
dc.description.sectionheadersThermal Infrared, SVB*F and Benchmarking
dc.identifier.doi10.2312/mam.20181198
dc.identifier.pages37-40


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