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Fizikalno osnovano senčenje
ID DRAME, MATEJ (Author), ID Marolt, Matija (Mentor) More about this mentor... This link opens in a new window

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PID: 20.500.12556/rul/cc439edd-2292-4660-bb41-fd77b70c5a71

Abstract
Fizikalno osnovano senčenje je trend na področju ustvarjanja tako filmov kot iger. Ustvarjalcem vsebin omogoča enostavnejšo izdelavo realističnih materialov, brez zamudnih popravkov za različne osvetlitve. Prednosti izvirajo iz boljše simulacije fizikalnih zakonitosti. V diplomski nalogi pregledamo najpomembnejše fizikalno osnovane senčilne modele in razložimo, v čem se razlikujejo od prejšnjih modelov. Prvi del naloge je namenjen obravnavi interakcije med svetlobo in površinami. Razumevanje fizikalnega ozadja je pomembno za matematične modele senčenja, ki jih nato podrobno izpeljemo. Specifično se posvetimo mikropovršinskim modelom. Razložimo njihove sestavne komponente ter primerjamo izbire komponent. V drugem delu naloge izbrane modele implementiramo s tehnikami vzorčenja po pomembnosti, ki se uporabljajo predvsem v filmski industriji. Posebej se posvetimo kombinaciji tehnik vzorčenja z mikropovršinskimi modeli. Poleg tega govorimo o interaktivni različici teh tehnik.

Language:Slovenian
Keywords:senčenje, geometrijska optika, BRDF, upodabljanje, realizem, mikropovršinski modeli, vzorčenje po pomembnosti
Work type:Undergraduate thesis
Organization:FRI - Faculty of Computer and Information Science
Year:2014
PID:20.500.12556/RUL-29150 This link opens in a new window
Publication date in RUL:30.07.2014
Views:1946
Downloads:404
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Secondary language

Language:English
Title:Physically based shading
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.

Keywords:shading, geometric optics, BRDF, rendering, realism, microfacet models, importance sampling

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