{"title":"包装材质","authors":"Peter-Pike J. Sloan, D. Nowrouzezahrai, Hong Yuan","doi":"10.1080/2151237X.2011.628841","DOIUrl":null,"url":null,"abstract":"Abstract Shading models that wrap around the hemisphere have been used to approximate subsurface scattering, area light sources, and softer reflectance profiles. We generalize a specific technique that has been used in games by parameterizing the amount of wrapping while retaining important mathematical properties. We include details on how to incorporate theses models with spherical harmonic lighting.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"13 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2011-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Wrap Shading\",\"authors\":\"Peter-Pike J. Sloan, D. Nowrouzezahrai, Hong Yuan\",\"doi\":\"10.1080/2151237X.2011.628841\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Abstract Shading models that wrap around the hemisphere have been used to approximate subsurface scattering, area light sources, and softer reflectance profiles. We generalize a specific technique that has been used in games by parameterizing the amount of wrapping while retaining important mathematical properties. We include details on how to incorporate theses models with spherical harmonic lighting.\",\"PeriodicalId\":354935,\"journal\":{\"name\":\"Journal of Graphics, GPU, and Game Tools\",\"volume\":\"13 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2011-11-08\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Graphics, GPU, and Game Tools\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1080/2151237X.2011.628841\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Graphics, GPU, and Game Tools","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1080/2151237X.2011.628841","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Abstract Shading models that wrap around the hemisphere have been used to approximate subsurface scattering, area light sources, and softer reflectance profiles. We generalize a specific technique that has been used in games by parameterizing the amount of wrapping while retaining important mathematical properties. We include details on how to incorporate theses models with spherical harmonic lighting.