Layered Materials in Real-Time Rendering
Today's games and other real-time 3D applications often use only basic empirical models for modelling the appearance of materials and rely on complex geometry and texturing to make them more visually appealing. In this paper we explore the possibilities of bringing more physically plausible models to real-time 3D graphics.
We do this by implementing the layered BRDF of Weidlich and Wilkie on GPU. This model utilizes the well-known Torrance-Sparrow and Oren-Nayar microfacet models. We show how to make this layered model useful for real-time rendering through various optimizations. Then we derive two specialized models based on this basic layered model. These two models attempt to simulate the appearance of metallic car paints and metallic patinas.
Keywords: surface reflectance models, appearance modelling, layered materials
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© Oskar Elek, 2010