Material Modeling with Physical Constraints

A. Weidlich, J. Meseth
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Abstract

The workflows and interfaces of commercial rendering software are currently designed for believable rendering purposes. However, for predictive rendering other approaches are needed; for example, the usual approach to describe a material or a colour is to use RGB values for diffuse and specular. Since these parameters do not have a physical meaning, these approaches are clearly not suitable for physically based rendering and in particular predictive rendering where we have to deal with complex BRDFs. An investigation is missing on how existing workflows have to be changed and expanded to make them suitable for predictive rendering without losing existing workflows.
具有物理约束的材料建模
商业渲染软件的工作流程和界面目前都是为了可信的渲染目的而设计的。然而,对于预测渲染,需要其他方法;例如,通常描述材质或颜色的方法是使用漫反射和反射的RGB值。由于这些参数没有物理意义,这些方法显然不适合基于物理的渲染,特别是我们必须处理复杂brdf的预测渲染。缺少关于如何更改和扩展现有工作流以使其适合预测性呈现而不丢失现有工作流的调查。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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