Procedural generation of materials for real-time rendering

被引:0
|
作者
Bernardi, Alessio [1 ]
Gadia, Davide [1 ]
Maggiorini, Dario [1 ]
Palazzi, Claudio Enrico [2 ]
Ripamonti, Laura Anna [1 ]
机构
[1] Univ Milan, Dept Comp Sci, Via Celoria 18, I-20133 Milan, Italy
[2] Univ Padoa, Dept Math, Via Trieste 63, I-35131 Padua, Italy
关键词
Procedural content generation; Computer graphics; Layered material; Genetic algorithm; Real-time rendering;
D O I
10.1007/s11042-020-09141-9
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
The use of Procedural Content Generation techniques in the production of Video Games has seen a large diffusion in these last years. Regarding the procedural generation of Computer Graphics content, several works have been proposed about the automatic construction of complex models and environments, or about the instancing of several copies of a reference model, each with peculiar differences to introduce variety. However, very few works have proposed techniques for the procedural production of complex materials to be assigned to these generated models. In this paper, we present a method for the automatic generation of realistic layered materials based on the application of a Genetic Algorithm. We show that, with the proposed approach, is possible to generate several instances of a target material (e.g., a car paint, or a rusty metal), maintaining a desired level of closeness to the overall characteristics of the simulated interaction between the light and the surface, but introducing also a controlled amount of differences in the final reproduction of the perceived appearance.
引用
收藏
页码:12969 / 12990
页数:22
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