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要旨:
The goal of this study is to develop a complete set of data
characterizing geometry, luminaires, and surfaces
of a non-trivial existing environment for testing global illumination
and rendering techniques.
This paper briefly discusses the process of data acquisition.
Also, the results of experiments on evaluating lighting
simulation accuracy, and rendering fidelity
for a Density Estimation Particle Tracing algorithm
are presented. The importance of
using the BRDF of surfaces in place of the more commonly
used specular and diffuse reflectance coefficients
is investigated for the test scene.
The results obtained are contrasted with an ``artistic approach''
in which a skilled artist manually sets all reflectance characteristics to
obtain a visually pleasant appearance that corresponds to the existing
environment.