GPU-accelerated Interactive Material Aging

dc.contributor.authorGünther, Tobiasen_US
dc.contributor.authorRohmer, Kaien_US
dc.contributor.authorGrosch, Thorstenen_US
dc.contributor.editorMichael Goesele and Thorsten Grosch and Holger Theisel and Klaus Toennies and Bernhard Preimen_US
dc.date.accessioned2013-11-08T10:35:22Z
dc.date.available2013-11-08T10:35:22Z
dc.date.issued2012en_US
dc.description.abstractA photorealistic appearance of a 3D scene is required in many applications today. Thereby, one vital aspect is the usage of realistic materials, for which a broad variety of reflectance models is available. When directly employing those models, surfaces always look new, which contrasts strongly the real objects surrounding us as they have undergone diverse kinds of aging processes. The literature already proposes a set of viable methods to simulate different aging phenomena, but all of them are computationally expensive and can thus only be computed off-line. Therefore, this paper presents the first interactive, GPU-accelerated method to simulate material aging in a given scene. Thereby, our approach allows artists to precisely control the course of the aging process. Our particlebased method is capable to reproduce the most common deterioration phenomena in a few seconds, including plausible dirt bleeding, flow effects, corrosion and patina.en_US
dc.description.seriesinformationVision, Modeling and Visualizationen_US
dc.identifier.isbn978-3-905673-95-1en_US
dc.identifier.urihttps://doi.org/10.2312/PE/VMV/VMV12/063-070en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectColoren_US
dc.subjectshadingen_US
dc.subjectshadowingen_US
dc.subjectand textureen_US
dc.titleGPU-accelerated Interactive Material Agingen_US
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