“Capturing and Representing BRDFs for Virtual Reality” Chaired by Giuseppe Claudio Guarnera and Ian Hall – ACM SIGGRAPH HISTORY ARCHIVES

“Capturing and Representing BRDFs for Virtual Reality” Chaired by Giuseppe Claudio Guarnera and Ian Hall

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Title:

    Capturing and Representing BRDFs for Virtual Reality

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Abstract:


    The problem of material representation for Computer Graphics is introduced, with an overview of BRDF models and the relationships with more complex functions (SVBRDF, BTF, BSSRDF). Acquisition setups for photorealistic materials and their limitations are described. A case study highlights the importance of material models in Industry and Virtual Reality.


Additional Information:


    Level: Beginner

    Prerequisites: Some familiarity with graphics concepts, a basic background in math (Vectors, Probability Density Functions, Matrix Factorization)

    Presentation Language: English

    Intended Audience: Computer graphics students (undergraduate and introductory graduate and intermediate-advanced). Practitioners in VFX, Gaming, and computer graphics researchers. Anyone with an interest in acquisition and use of real material models.


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