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Conference Paper

Efficient Acquisition and Realistic Rendering of Car Paint

MPS-Authors
http://pubman.mpdl.mpg.de/cone/persons/resource/persons44542

Günther,  Johannes
Computer Graphics, MPI for Informatics, Max Planck Society;

http://pubman.mpdl.mpg.de/cone/persons/resource/persons44239

Chen,  Tongbo
Computer Graphics, MPI for Informatics, Max Planck Society;

http://pubman.mpdl.mpg.de/cone/persons/resource/persons44506

Goesele,  Michael
Computer Graphics, MPI for Informatics, Max Planck Society;

http://pubman.mpdl.mpg.de/cone/persons/resource/persons45688

Wald,  Ingo
Computer Graphics, MPI for Informatics, Max Planck Society;

http://pubman.mpdl.mpg.de/cone/persons/resource/persons45449

Seidel,  Hans-Peter
Computer Graphics, MPI for Informatics, Max Planck Society;

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Citation

Günther, J., Chen, T., Goesele, M., Wald, I., & Seidel, H.-P. (2005). Efficient Acquisition and Realistic Rendering of Car Paint. In G. Greiner, J. Hornegger, H. Niemann, & M. Stamminger (Eds.), Vision, Modeling, and Visualization 2005 (pp. 487-494). Berlin: Akademische Verlagsgesellschaft Aka.


Cite as: http://hdl.handle.net/11858/00-001M-0000-000F-2656-B
Abstract
The outside appearance of cars is mostly defined through only two distinct materials -- glass and car paint. While glass can rather easily be simulated by the simple physical laws of reflection and refraction, modeling car paint is more challenging. In this paper we present a framework for the efficient acquisition and realistic rendering of real-world car paint. This is achieved by building an easy-to-reproduce measuring setup, fitting the measured data to a general BRDF model for car paint, adding a component for simulating the sparkling effect of metallic paints, and rendering using a specially designed shader in a realtime ray tracer.