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논문검색

Cinematic Wound Synthesis Optimized for Real-time Gameplay

초록

영어

Cinematic rendering techniques have been sporadic in movie industries rather than in game industries because rendering time seems to be critical. In recent, some scenes in gameplay have been almost like cinematic because of a great computational power of GPU. However, there are several drawbacks in synthesizing of wounds on human body. In this paper, we present a task that provides a real-time rendering of wound synthesis on 3d face that employs WARD's BRDF. To solve this, anisotropic diffusion has to be taken into consideration rather than isotropic surface. An efficient and easy interface is designed to let users simulate super-realistic wound synthesis of a face as well. To validate, we have shown wound synthesis samples between traditional methods and the proposed one as well.

목차

Abstract
 1. Introduction
 2. The Methodology
  2.1 Wound system
  2.2 BRDF Light Model
 3. Experimental Results and Discussion
 4. Conclusion
 Acknowledgements
 References

저자정보

  • Seonghyeon Moon Division of Multimedia, College of Engineering Sungkyul University
  • Seonghee Lee Division of Multimedia, College of Engineering Sungkyul University
  • Seongdong Kim Division of Digital Contents Kaywon School of Art & Design
  • Hojin Hyun D-Gate Co.Ltd
  • Seongah Chin Division of Multimedia, College of Engineering Sungkyul University

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