Utilizing Measured Reflectance for Real-time Rendering in Game Engines

Lukáš Cezner

Supervisor(s): Vlastimil Havran

Czech Technical University


Abstract: Having an appropriate reflectance model is a crucial part of achieving realistic rendering. Currently, the vast majority of renderers rely on physically-based analytic models with a few parameters. In this paper, we consider another approach and explore the possibility of using measured reflectance data to render 3D objects covered with real-world materials in real-time graphics. Specifically, we created an implementation for two major game engines, Unity and Unreal Engine 5, and compared it with the analytic model. For these purposes, more than 200 samples of materials were measured, and an application was developed to process the measured data.
Keywords: Physically-based Rendering, Real-time Graphics, Video Games
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Year: 2024