Lighting and Materials for Real-Time Game Engines

نویسندگان

  • Lars Kjelldahl
  • Per Einarsson
  • Daniel Johansson
چکیده

The aim of this thesis was to study and implement advanced real-time rendering techniques for complex materials such as human skin. The project included investigation on how to adapt and simplify complex skin rendering models to fit current game engines. Also, the task included looking into recent research on spherical harmonics and wavelets. The goal was to determine whether they can be used to represent both diffuse and specular reflection from an environment lighting in a real time game. Subsurface scattering, Gaussian shadow mapping and representing lighting by the use of spherical harmonics and wavelets, are a few of the used techniques in this project. The results of this thesis show that it is possible to render realistic human skin in real time at a low cost. When wavelets are combined with skin rendering techniques, a high-quality method is established for rendering complex materials from environment light. This thesis was written at Digital Illusions and CSC at the Royal Institute of Technology in Stockholm in the spring of 2009. Ljussättning och material för spelmotorer i realtid Sammanfattning Syftet med detta examensarbete var att studera och implementera avancerade renderingstekniker för komplexa material, såsom människohud. Projektet innefattade en utredning av hur man kan förändra och förenkla komplicerade hudrenderingsmodeller för att de ska passa in i dagens spelmotorer. I uppgiften ingick även studier inom den senaste forskningen om klotytfunktioner och wavelets. Målet var att avgöra om dessa tekniker kan användas för att representera både diffus och spekulär reflektion från omgivningsljus i realtid. Subsurface scattering, Gaussian shadow mapping och omgivningsljussättning med hjälp av klotytfunktioner och wavelets, är några av de använda teknikerna i detta projekt. Resultaten av detta examensarbete visar att det är möjligt att rendera realistisk hud i realtid och till en låg kostnad. När wavelets kombineras med hudrenderingstekniker, skapas en högkvalitativ metod för att rendera komplexa material från omgivningsljus. Detta examensarbete utfördes åt Digital Illusions och CSC vid Kungliga Tekniska Högskolan i Stockholm våren 2009. Acknowledgements I would like to thank everyone who has supported me during the work with this thesis – in the great as well as in the small. I'm grateful to my supervisor and examiner Lars Kjelldahl, for helping me plan and execute the thesis. Special thanks to my supervisors Per Einarsson and Daniel Johansson for their time, their patience and for sharing their knowledge. Finally I would like to thank Digital Illusions for giving me the opportunity to do my thesis at their company.

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تاریخ انتشار 2009