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    A Method for Fitting Measured Car Paints to a Game Engine's Rendering Model

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    Date
    2018
    Author
    Kneiphof, Tom
    Golla, Tim
    Weinmann, Michael
    Klein, Reinhard ORCID
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    Abstract
    Car paints are visually complex materials that are of great importance for numerous real-time applications, including not only the game and movie industries but also virtual prototyping and design as well as advertisement. In addition to the creation of plausible materials by designers, more and more industrial effort is spent on capturing large databases of digitized materials. However, capturing complex reflectance characteristics of car paints involves the use of specialized, commercially available devices that come with predefined, standardized material formats. Using these digitized materials within other frameworks such as game engines is a challenging task due to the lacking compatibility of the involved rendering models. In this paper, we address these compatibility issues by fitting the available parameters of the game engine's material model to best match the appearance of the measured material.
    BibTeX
    @inproceedings {10.2312:mam.20181196,
    booktitle = {Workshop on Material Appearance Modeling},
    editor = {Reinhard Klein and Holly Rushmeier},
    title = {{A Method for Fitting Measured Car Paints to a Game Engine's Rendering Model}},
    author = {Kneiphof, Tom and Golla, Tim and Weinmann, Michael and Klein, Reinhard},
    year = {2018},
    publisher = {The Eurographics Association},
    ISSN = {2309-5059},
    ISBN = {978-3-03868-055-0},
    DOI = {10.2312/mam.20181196}
    }
    URI
    https://doi.org/10.2312/mam.20181196
    https://diglib.eg.org:443/handle/10.2312/mam20181196
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    Eurographics Association copyright © 2013 - 2023 
    Send Feedback | Contact - Imprint | Data Privacy Policy | Disable Google Analytics
    Theme by @mire NV
    System hosted at  Graz University of Technology.
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