Дисертації з теми "Physically based rendering (PBR)"
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Грушко, Юрій Володимирович. "Методи трасування променів у реальному часі". Master's thesis, Київ, 2018. https://ela.kpi.ua/handle/123456789/26709.
Повний текст джерелаRelevance of the topic. The actual task of computer graphics is to obtain realistic images that are actively in demand in industry, gaming and film industry. A photorealistic image is characterized by such effects as soft shadows, partial shade, caustic, dynamic blur, depth of field, fuzzy reflection, shine, translucency. Among the existing approaches of photorealistic visualization, ray tracing methods are the most accurate because they are based on a physical model of light propagation. There is a wide range of different ray-tracing methods, and therefore there is a need to select the most efficient, accurate ray-tracing methods that will, in average, work correctly for a wide range of static (future dynamic) scenes, and are being visualized. The object of the research is the process of physically sound rendering and the ray tracing process. The subject of research is the methods of ray tracing and methods for calculating the color rendering index. Objective: to study the methods of PBR (Physical Based Rendering), their simultaneous use to obtain the maximum effect of realism; assessment of the ability of a light source to detect all the frequencies of its color spectrum compared to the control light. The scientific novelty, or rather, an innovative solution, is that the engine developed implements the calculations of the color rendering index (CRI - Color Rendering Index) with a high degree of accuracy relative to the expected values of the control light sources. The practical value of the research is the development of a new PBRE, which employs empirical lighting models for rendering scenes; BRDF models such as Lambert, Oren Nayar, Torrens Sparrow, specular reflection, specular transmission and measured BRDF are implemented. Implemented support for several ray tracing techniques: Traced by Wyted and path tracing. Colors are calculated using spectral data and CIE XYZ color space in PBR scenes to achieve high color rendering. TTFD also supports Color Rendering Index (CRI) calculations. This indicator describes the ability of a light source to accurately reflect all the frequencies of its color spectrum compared to ideal reference light of a similar type. Structure and scope of work. Master thesis project consists of introduction, four chapters and conclusions. The introduction presents a general description of the work, assesses the current state of the problem, substantiates the relevance of the research area, formulates the goals and objectives of the research, shows the scientific novelty of the results and practical value of the work. The first section discusses the principles of colorimetry and radiometry. They form the basis of some key TTFD key features. In particular, color calculations and lighting / shading methods implemented in TTFD use the concept presented in this section. The second section deals with ray tracing: photorealistic rendering (visualization). Brief classification of ray tracing algorithms. Solution of the rendering equation. The third section presents the features of the implementation of the developed system. The fourth section presents approaches to testing the system as a whole and individual modules. The findings present the results of this work. The work is presented on 116 pages, contains links to the list of references used.
Актуальность темы. Актуальной задачей компьютерной графики является получение реалистичных изображений, которые активно пользуются спросом в промышленности, игровой индустрии и кино. Фотореалистичное изображение характеризуется такими эффектами, как мягкие тени, полутени, каустика, динамическое размытие, глубина резкости, нечеткие отражение, блеск, полупрозрачность. Среди существующих подходов фотореалистичной визуализации методы трассировки лучей являются наиболее точными, поскольку они базируются на физической модели распространения света. Существует богатый спектр различных методов трассировки лучей, следовательно появляется необходимость в выборке наиболее эффективных точных методов трассировки лучей, которые будут в средней степени правильно работать для широкого ряда статических (в будущем и динамических) сцен, проходят визуализацию. Объектом исследования является процесс физически обоснованного рендеринга и процесс трассировки лучей. Предметом исследования являются способы трассировки лучей и методы расчета индекса цветопередачи. Цель работы: исследование методов PBR (Physical Based Rendering), их одновременного использования для получения максимального эффекта реализма; оценка способности источника света выявлять все частоты его цветового спектра по сравнению с контрольным светом. Научная новизна, а точнее - инновационное решение, заключается в том, что разработан двигатель реализует вычисления индекса цветопередачи (CRI - Color Rendering Index) с высокой степенью точности относительно ожидаемых значений контрольных источников света. Практическая ценность проведенных исследований состоит в разработке нового PBRE, который для рендеринга сцен использует эмпирические модели освещения; реализованы такие модели BRDF, как Ламберта, Орена Найара, Торренса Спарроу, зеркального отражения, зеркального пропускания и измеренного BRDF. Реализована поддержка нескольких техник трассировки лучей: трассировки Уайтеда и трассировки пути. Рассчитываются цвета с использованием спектральных данных и цветовое пространство CIE XYZ в сценах PBR для достижения высокой цветопередачи. TTFD также поддерживает вычисления индекса цветопередачи (CRI - Color Rendering Index). Этот показатель описывает способность источника света точно отражать все частоты его цветового спектра по сравнению с идеальным эталонным светом аналогичного типа. Структура и объем работы. Магистерский дипломный проект состоит из введения, четырех глав и выводов. Во введении представлена общая характеристика работы, произведена оценка современного состояния проблемы, обоснована актуальность направления исследований, сформулированы цели и задачи исследований, показано научную новизну полученных результатов и практическую ценность работы. В первом разделе рассмотрены принципы колориметрии и радиометрии. Они составляют основу некоторых основных ключевых особенностей TTFD. В частности, расчет цвета и методы освещения / затенения, реализованные в TTFD, используют понятие, представленные данном разделе. Во втором разделе рассмотрены трассировки лучей: фотореалистичный рендеринг (визуализация). Краткая классификация алгоритмов трассировки лучей. Решение уравнения рендеринга. В третьем разделе приведены особенности реализации разработанной системы. В четвертом разделе представлены подходы к тестированию системы в целом и отдельных модулей. В выводах представлены результаты проведенной работы. Работа представлена на 116 листах, содержит ссылки на список использованных литературных источников.
Tuliniemi, J. (Jere). "Physically based rendering for embedded systems." Master's thesis, University of Oulu, 2018. http://urn.fi/URN:NBN:fi:oulu-201805101776.
Повний текст джерелаFysiikkaperusteinen renderöinti (PBR) on offline- ja reaaliaikaisen renderöinnin tärkeä osa. Sen takana olevat periaatteet otettiin ensin käyttöön offline-renderöinnissä eli elokuvagrafiikassa, koska siinä käsittelyaika ei ole ongelma. Reaaliaikaisessa renderöinnissä, etenkin peleissä, on alettu käyttämään samoja periaatteita. Menetelmien siirtäminen reaaliaikaiseen ympäristöön on lisännyt fyysisyyteen liittyviä kompromisseja, mutta periaatteet ovat pysyneet samoina. Päätavoitteena PBR:ssä on valon heijastumisen empiirisesti mitattujen seurauksien noudattaminen. Yksi tälläinen seuraus on muun muassa valon energian säilyvyys. Teollisuudenaloilla, kuten autoteollisuudessa, valmistajat haluavat sisällyttää tuotteisiinsa nykyaikaista renderöintitekniikkaa. Tämä luo tarpeen selvittää, miten tällaiset tekniikat toimivat resurssiköyhissä laitteissa. Tämä diplomityö testaa PBR:n toteutusta eri laitteissa, pienitehoisesta suurempitehoiseen, PBR:lle erityisien suorituskykyvaikutusten määrittämiseksi. Tässä diplomityössä esitettävä, testaukseen tarkoitettu, PBR:n toteutus on siirrettävissä eri laitteistoalustoille ja se tuottaa suunnilleen samat visuaaliset tulokset kussakin laitteessa. PBR, joka on toteutettu samalla tavalla kuin nykyaikaisissa pelimoottoreissa, vaikuttaa suorituskykyyn merkittävästi sulautetuissa järjestelmissä. PBR sisältää kuitenkin komponentteja, joita voidaan käyttää renderöintiin ilman suuria tehovaatimuksia
Bashford-Rogers, Thomas. "Accelerating global illumination for physically-based rendering." Thesis, University of Warwick, 2011. http://wrap.warwick.ac.uk/36762/.
Повний текст джерелаPajot, Anthony. "Toward robust and efficient physically-based rendering." Toulouse 3, 2012. http://thesesups.ups-tlse.fr/2801/.
Повний текст джерелаPhysically-based rendering is used for design, illustration or computer animation. It consists in producing photorealistic images by solving the equations which describe how light travels in a scene. Although these equations have been known for a long time and many algorithms for light simulation have been developed, no algorithm exists to solve them efficiently for any scene. Instead of trying to develop a new algorithm devoted to light simulation, we propose to enhance the robustness of most methods used nowadays and/or which can be developed in the years to come. We do this by first identifying the sources of non-robustness in a physically-based rendering engine, and then addressing them by specific algorithms. The result is a set of methods based on different mathematical or algorithmic methods, each aiming at improving a different part of a rendering engine. We also investigate how the current hardware architectures can be used at their maximum to produce more efficient algorithms, without adding approximations. Although the contributions presented in this dissertation are meant to be combined, each of them can be used in a standalone way: they have been designed to be internally independent of each other
Baranoski, Gladimir Valerio Guimaraes. "Biologically and physically based rendering of natural scenes." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape7/PQDD_0013/NQ38455.pdf.
Повний текст джерелаTangvald, Lars. "Implementing LOD for physically-based real-time fire rendering." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2007. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-8814.
Повний текст джерелаIn this paper, I present a framework for implementing level of detail (LOD) for a 3d physically based fire rendering running on the GPU. While realistic fire rendering that runs in real time exists, it is generally not used in real-time applications such as game, due to the high cost of running such a rendering. Most research into the rendering of fire is only concerned with the fire itself, and not how it can best be included in larger scenes with a multitude of other complex objects. I present methods for increasing the efficiency of a physically based fire rendering without harming its visual quality, by dynamically adjusting the detail level of the fire according to its importance for the current view. I adapt and use methods created both for LOD and for other areas to alter the detail level of the visualization and simulation of a fire rendering. The desired detail level is calculated by evaluating certain conditions such as visibility and distance from the viewpoint, and then used to adjust the detail level of the visualization and simulation of the fire. The implementation of the framework could not be completed in time, but a number of tests were run to determine the effect of the different methods used. These results indicate that by making adjustments to the simulation and visualization of the fire, large boosts in performance are gained without significantly harming the visual quality of the fire rendering.
Kronander, Joel. "Physically Based Rendering of Synthetic Objects in Real Environments." Doctoral thesis, Linköpings universitet, Medie- och Informationsteknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-122588.
Повний текст джерелаEn av de största utmaningarna inom datorgrafik är att syntetisera, eller rendera, fotorealistiska bilder. Fotorealistisk rendering används idag inom många tillämpningsområden såsom specialeffekter i film, datorspel, produktvisualisering och virtuell verklighet. I många praktiska tillämpningar av fotorealistisk rendering är det viktigt att kunna placera in virtuella objekt i fotografier, så att de virtuella objekten ser verkliga ut. IKEA-katalogen, till exempel, produceras i många olika versioner för att passa olika länder och regioner. Grunden till de flesta bilderna i katalogen är oftast densamma, men symboler och standardmått på möbler varierar ofta för olika versioner av katalogen. Istället för att fotografera varje version separat kan man använda ett grundfotografi och lägga in olika virtuella objekt såsom möbler i fotot. Genom att på det här sättet möblera ett rum virtuellt, istället för på riktigt, kan man också snabbt testa olika möbleringar och därmed göra ekonomiska besparingar. Den här avhandlingen bidrar med metoder och algoritmer för att rendera fotorealistiska bilder av virtuella objekt som kan blandas med verkliga fotografier. För att rendera sådana bilder används fysikaliskt baserade simuleringar av hur ljus interagerar med virtuella och verkliga objekt i motivet. För fotorealistiska resultat kräver simuleringarna noggrann modellering av objektens geometri, belysning och materialegenskaper, såsom färg, textur och reflektans. För att de virtuella objekten ska se verkliga ut är det viktigt att belysa dem med samma ljus som de skulle ha haft om de var en del av den verkliga miljön. Därför är det viktigt att noggrant mäta och modellera ljusförhållanden på de platser i scenen där de virtuella objekten ska placeras. För detta använder vi High Dynamic Range-fotografi, eller HDR. Med hjälp av HDR-fotografi kan vi noggrant mäta hela omfånget av det infallande ljuset i en punkt, från mörka skuggor till direkta ljuskällor. Detta är inte möjligt med traditionella digitalkameror, då det dynamiska omfånget hos vanliga kamerasensorer är begränsat. Avhandlingen beskriver nya metoder för att rekonstruera HDR-bilder som ger mindre brus och artefakter än tidigare metoder. Vi presenterar också metoder för att rendera virtuella objekt som rör sig mellan regioner med olika belysning, eller där belysningen varierar i tiden. Metoder för att representera spatiellt varierande belysning på ett kompakt sätt presenteras också. För att noggrant beskriva hur glansiga ytor sprider eller reflekterar ljus, beskrivs också två nya parametriska modeller som är mer verklighetstrogna än tidigare reflektionsmodeller. I avhandlingen presenteras också en ny metod för effektiv rendering av motiv som är mycket beräkningskrävande, till exempel scener med uppmätta belysningsförhållanden, komplicerade material, och volumetriska modeller som rök, moln, textiler, biologisk vävnad och vätskor. Metoden bygger på en typ av så kallade Markov Chain Monte Carlo metoder för att simulera ljustransporten i scenen, och är inspirerad av nyligen presenterade resultat inom matematisk statistik. Metoderna som beskrivs i avhandlingen presenteras i kontexten av fotorealistisk rendering av virtuella objekt i riktiga miljöer, då majoriteten av forskningen utförts inom detta område. Flera av de metoder som presenteras i denna avhandling är dock tillämpbara inom andra domäner, såsom fysiksimulering, datorseende och vetenskaplig visualisering.
Abdul, Rahman Al-Fathiatul Habibah. "Physically-based rendering and algebraic manipulation of volume models." Thesis, Swansea University, 2006. https://cronfa.swan.ac.uk/Record/cronfa43068.
Повний текст джерелаDing, Xiangyang. "Physically-based Simulation of Tornadoes." Thesis, University of Waterloo, 2005. http://hdl.handle.net/10012/1200.
Повний текст джерелаKupersmidt, Itamar. "Alternating Physically Based Renderingin Low-lit Areas." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16671.
Повний текст джерелаPerrier, Hélène. "Anti-Aliased Low Discrepancy Samplers for Monte Carlo Estimators in Physically Based Rendering." Thesis, Lyon, 2018. http://www.theses.fr/2018LYSE1040/document.
Повний текст джерелаWhen you display a 3D object on a computer screen, we transform this 3D scene into a 2D image, which is a set of organized colored pixels. We call Rendering all the process that aims at finding the correct color to give those pixels. This is done by integrating all the light rays coming for every directions that the object's surface reflects back to the pixel, the whole being ponderated by a visibility function. Unfortunately, a computer can not compute an integrand. We therefore have two possibilities to solve this issue: We find an analytical expression to remove the integrand (statistic based strategy). Numerically approximate the equation by taking random samples in the integration domain and approximating the integrand value using Monte Carlo methods. Here we focused on numerical integration and sampling theory. Sampling is a fundamental part of numerical integration. A good sampler should generate points that cover the domain uniformly to prevent bias in the integration and, when used in Computer Graphics, the point set should not present any visible structure, otherwise this structure will appear as artifacts in the resulting image. Furthermore, a stochastic sampler should minimize the variance in integration to converge to a correct approximation using as few samples as possible. There exists many different samplers that we will regroup into two families: Blue Noise samplers, that have a low integration variance while generating unstructured point sets. The issue with those samplers is that they are often slow to generate a pointset. Low Discrepancy samplers, that minimize the variance in integration and are able to generate and enrich a point set very quickly. However, they present a lot of structural artifacts when used in Rendering. Our work aimed at developing hybriod samplers, that are both Blue Noise and Low Discrepancy
Reibold, Florian [Verfasser], and C. [Akademischer Betreuer] Dachsbacher. "Data-driven global importance sampling for physically-based rendering / Florian Reibold ; Betreuer: C. Dachsbacher." Karlsruhe : KIT-Bibliothek, 2021. http://d-nb.info/1228439281/34.
Повний текст джерелаWilliams, Brent Warren. "Fluid surface reconstruction from particles." Thesis, University of British Columbia, 2008. http://hdl.handle.net/2429/906.
Повний текст джерелаElek, Oskar [Verfasser], and Hans-Peter [Akademischer Betreuer] Seidel. "Efficient methods for physically-based rendering of participating media / Oskar Elek. Betreuer: Hans-Peter Seidel." Saarbrücken : Saarländische Universitäts- und Landesbibliothek, 2016. http://d-nb.info/1102932825/34.
Повний текст джерелаHe, Yiyang. "A Physically Based Pipeline for Real-Time Simulation and Rendering of Realistic Fire and Smoke." Thesis, Stockholms universitet, Numerisk analys och datalogi (NADA), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-160401.
Повний текст джерелаKrishnaswamy, Aravind. "BioSpec: A Biophysically-Based Spectral Model of Light Interaction with Human Skin." Thesis, University of Waterloo, 2005. http://hdl.handle.net/10012/1022.
Повний текст джерелаJosé, Silva Leite Pedro. "Massively parallel nearest neighbors searches in dynamic point clouds on GPU." Universidade Federal de Pernambuco, 2010. https://repositorio.ufpe.br/handle/123456789/2356.
Повний текст джерелаConselho Nacional de Desenvolvimento Científico e Tecnológico
Esta dissertação introduz uma estrutura de dados baseada em gride implementada em GPU. Ela foi desenvolvida para pesquisa dos vizinhos mais próximos em nuvens de pontos dinâmicas, de uma forma massivamente paralela. A implementação possui desempenho em tempo real e é executada em GPU, ambas construção do gride e pesquisas dos vizinhos mais próximos (exatos e aproximados). Dessa forma, a transferência de memória entre sistema e dispositivo é minimizada, aumentando o desempenho de uma forma geral. O algoritmo proposto pode ser usado em diferentes aplicações com cenários estáticos ou dinâmicos. Além disso, a estrutura de dados suporta nuvens de pontos tridimensionais e dada sua natureza dinâmica, o usuário pode mudar seus parâmetros em tempo de execução. O mesmo se aplica ao número de vizinhos pesquisados. Uma referência em CPU foi implementada e comparações de desempenho justificam o uso de GPUs como processadores massivamente paralelos. Em adição, o desempenho da estrutura de dados proposta é comparada com implementações em CPU e GPU de trabalhos anteriores. Finalmente, uma aplicação de renderização baseada em pontos foi desenvolvida de forma a verificar o potencial da estrutura de dados
Hedberg, Vilhelm. "Evaluation of Hair Modeling, Simulation and Rendering Algorithms for a VFX Hair Modeling System." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-65592.
Повний текст джерелаTsingos, Nicolas. "MODELS AND ALGORITHMS FOR INTERACTIVE AUDIO RENDERING." Habilitation à diriger des recherches, Université de Nice Sophia-Antipolis, 2008. http://tel.archives-ouvertes.fr/tel-00629574.
Повний текст джерелаJohansson, Simon. "Creating Digital Photorealistic Material Renders by Observing Physical Material Properties." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-16943.
Повний текст джерелаGreenwood, Shannon Thomas. "The incorporation of bubbles into a computer graphics fluid simulation." Thesis, Texas A&M University, 2003. http://hdl.handle.net/1969.1/2267.
Повний текст джерелаМихальонок, О. С. "Дослідження та аналіз текстури тканини з використанням сучасного об’єктно-орієнтованого програмування в задачах моделювання". Thesis, Київський національний університет технологій та дизайну, 2018. https://er.knutd.edu.ua/handle/123456789/11203.
Повний текст джерелаBarran, Brian Arthur. "View dependent fluid dynamics." Texas A&M University, 2006. http://hdl.handle.net/1969.1/3827.
Повний текст джерелаFröjdholm, Hampus. "Learning from 3D generated synthetic data for unsupervised anomaly detection." Thesis, Uppsala universitet, Avdelningen för visuell information och interaktion, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-443243.
Повний текст джерелаDurante, Michele. "V-EZ: un approccio semplificato alle API Vulkan." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2019.
Знайти повний текст джерелаSouza, Elleis C. "An Analysis of Real-Time Ray Tracing Techniques Using the Vulkan® Explicit API." DigitalCommons@CalPoly, 2021. https://digitalcommons.calpoly.edu/theses/2320.
Повний текст джерелаDumazet, Sylvain. "Modélisation de l'apparence visuelle des matériaux - Rendu Physiquement réaliste." Phd thesis, Ecole Centrale Paris, 2010. http://tel.archives-ouvertes.fr/tel-00470649.
Повний текст джерелаGraglia, Florian. "Amélioration du photon mapping pour un scénario walkthrough dans un objectif de rendu physiquement réaliste en temps réel." Thesis, Aix-Marseille, 2012. http://www.theses.fr/2012AIXM4072.
Повний текст джерелаOne of the goals when developing the product is to immediately obtain a real and valid prototype. This thesis provide new rendering methods to increase the quality of the simulations during the upstream work of the production pipeline. The latter usually requires a walkthrough rendering. Thus, we focuses on the physically-based rendering methods of complex scenes in walkthrough. During the rendering, the end-users must be able to measure the illuminate rates and to interactively modify the power of the light source to test different lighting ambiances. Based on the original photon mapping method, our work shows how some modifications can decrease the calculation time and improve the quality of the resulting images according to this specific context
Lu, Heqi. "Echantillonage d'importance des sources de lumières réalistes." Thesis, Bordeaux, 2014. http://www.theses.fr/2014BORD0001/document.
Повний текст джерелаRealistic images can be rendered by simulating light transport with Monte Carlo techniques. The possibility to use realistic light sources for synthesizing images greatly contributes to their physical realism. Among existing models, the ones based on environment maps and light fields are attractive due to their ability to capture faithfully the far-field and near-field effects as well as their possibility of being acquired directly. Since acquired light sources have arbitrary frequencies and possibly high dimension (4D), using such light sources for realistic rendering leads to performance problems.In this thesis, we focus on how to balance the accuracy of the representation and the efficiency of the simulation. Our work relies on generating high quality samples from the input light sources for unbiased Monte Carlo estimation. In this thesis, we introduce three novel methods.The first one is to generate high quality samples efficiently from dynamic environment maps that are changing over time. We achieve this by introducing a GPU approach that generates light samples according to an approximation of the form factor and combines the samples from BRDF sampling for each pixel of a frame. Our method is accurate and efficient. Indeed, with only 256 samples per pixel, we achieve high quality results in real time at 1024 × 768 resolution. The second one is an adaptive sampling strategy for light field light sources (4D), we generate high quality samples efficiently by restricting conservatively the sampling area without reducing accuracy. With a GPU implementation and without any visibility computations, we achieve high quality results with 200 samples per pixel in real time at 1024 × 768 resolution. The performance is still interactive as long as the visibility is computed using our shadow map technique. We also provide a fully unbiased approach by replacing the visibility test with a offline CPU approach. Since light-based importance sampling is not very effective when the underlying material of the geometry is specular, we introduce a new balancing technique for Multiple Importance Sampling. This allows us to combine other sampling techniques with our light-based importance sampling. By minimizing the variance based on a second-order approximation, we are able to find good balancing between different sampling techniques without any prior knowledge. Our method is effective, since we actually reduce in average the variance for all of our test scenes with different light sources, visibility complexity, and materials. Our method is also efficient, by the fact that the overhead of our "black-box" approach is constant and represents 1% of the whole rendering process
Huang, Cheng-Guo, and 黃程國. "A Physically-Based Cosmetic Rendering." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/10653908522647529724.
Повний текст джерела國立交通大學
多媒體工程研究所
100
Simulating realistic makeup effect is one of important research issues in the 3D facial animation and cosmetic industry. In tradition, people usually use image processing such as warping to transfer one’s makeup to another subject. But there are many disadvantages that consist of shape distortion and restriction on the similar viewing position. Besides, these methods disregard the lighting condition. Hence, we propose an integrated approach, which combines the screenspace rendering technique with the Kubelka-Munk theory, to render the 3D makeup effect. We measure many cosmetics, such as foundations, blushes and lipsticks, and we compute the parameters of Kubelka-Munk model from these data. In the rendering stage, we consider that light penetrates through the cosmetic. Therefore, we use Kubelka-Munk model to compute the total transmittance, and then we apply this value to render the appearance of human skin. Finally, we use the multi-layer theory to combine each layer together.
Elek, Oskár. "Physically-based Cloud Rendering on GPU." Master's thesis, 2011. http://www.nusl.cz/ntk/nusl-313930.
Повний текст джерелаRudolph, Carsten. "A Framework for example-based Synthesis of Materials for Physically Based Rendering." 2018. https://monarch.qucosa.de/id/qucosa%3A33178.
Повний текст джерелаBártová, Kristina. "Polarizační verze lesklých BRDF modelů." Master's thesis, 2014. http://www.nusl.cz/ntk/nusl-323083.
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