NON-REAL-TIME AND REAL-TIME RENDERING METHODS: A COMPARATIVE CASE STUDY OF WATER AND GLASS CAUSTIC RENDERING

Authors

  • Milica Savić Autor

DOI:

https://doi.org/10.24867/29SA01Savic

Keywords:

Caustics, BRDF, algorithms, testing, 3Ds Max, Blender, Unreal Engine

Abstract

The aim of this research is to explore caustics and rendering algorithms that are shown to be the most efficient for this effect. The research also includes testing these algorithms using different renderers in the software “Blender“ and “3Ds Max“ for photorealistic caustics rendering in non-real-time computer graphics. “Unreal Engine“ was used for testing real-time caustics rendering.

References

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[3] F O Bartell, E. L. Dereniak, W. L Wolfe "The Theory And Measurement Of Bidirectional Reflectance Distribution Function (Brdf) And Bidirectional Transmittance Distribution Function (BTDF)", Proc. SPIE 0257, Radiation Scattering in Optical Systems, (03.03.1981); https://doi.org/10.1117/12.959611 (pristupljeno u oktobru 2023.)
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Published

2025-01-08