Realistic rendering of 3D graphics scenes often requires large amounts of data and processing. High resolution texture data, complex BRDFs, surface modification, and global illumination effects are often necessary to realistically render a synthetic scene, but achieving such effects with a reasonable balance between performance and quality in real-time remains a challenge. Virtual texture techniques have been developed in order to manage extremely high resolution texture data. This thesis describes the implementation of a technique which allows writing of projected texture data to a virtual texture in real-time, allowing infinite numbers of permanent highly detailed surface modifications without the performance or accuracy limitations of decal techniques used in current games. It also describes an implementation of a real-time renderer which uses measured BRDF data, and discusses how applying virtual texturing to measured BRDF data may allow accurate, fast rendering with realistic materials. Finally, it discusses how the virtual decal system can be used to allow artists or game players to interactively alter the material composition of scenes with many distinct measured BRDFs.
Identifer | oai:union.ndltd.org:ucf.edu/oai:stars.library.ucf.edu:honorstheses1990-2015-2092 |
Date | 01 January 2010 |
Creators | Pugh, Christopher M. |
Publisher | STARS |
Source Sets | University of Central Florida |
Language | English |
Detected Language | English |
Type | text |
Source | HIM 1990-2015 |
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