Material aging for game environments
We propose a software and work-flow to create 3D model imperfections and aging effects while adding very little overhead to the rendering time of the models. Specifically, we implement a tool that adds all these effects into the physically based rendering (PBR) textures of the input model.
| Autor: | |
|---|---|
| Tipo de recurso: | tesis de maestría |
| Fecha de publicación: | 2019 |
| País: | España |
| Institución: | Universitat Politècnica de Catalunya (UPC) |
| Repositorio: | UPCommons. Portal del coneixement obert de la UPC |
| Idioma: | inglés |
| OAI Identifier: | oai:upcommons.upc.edu:2117/134879 |
| Acceso en línea: | https://hdl.handle.net/2117/134879 |
| Access Level: | acceso abierto |
| Palabra clave: | Real-time data processing Three-dimensional display systems aging physically based textures imperfections real-time Temps real (Informàtica) Visualització tridimensional (Informàtica) Àrees temàtiques de la UPC::Informàtica |
| Sumario: | We propose a software and work-flow to create 3D model imperfections and aging effects while adding very little overhead to the rendering time of the models. Specifically, we implement a tool that adds all these effects into the physically based rendering (PBR) textures of the input model. |
|---|