000152419 001__ 152419
000152419 005__ 20250401114421.0
000152419 037__ $$aTAZ-TFM-2024-837
000152419 041__ $$aeng
000152419 1001_ $$aPérez García, Pedro José
000152419 24200 $$aTechniques for real time spectral rendering
000152419 24500 $$aTécnicas para renderizado espectral en tiempo real
000152419 260__ $$aZaragoza$$bUniversidad de Zaragoza$$c2024
000152419 506__ $$aby-nc-sa$$bCreative Commons$$c3.0$$uhttp://creativecommons.org/licenses/by-nc-sa/3.0/
000152419 520__ $$aTraditional RGB rendering presents problems during image synthesization upon encountering wavelength-dependent phenomena, such as participating media scattering or iridiscence. Spectral rendering takes into account the entire visual spectrum, and thus, is able to correctly evaluate these types of phenomena. However, RGB rendering is still the dominant choice due to how expensive it is to produce spectral materials and assets based on real-world data, and how heavy in memory those can be both in memory and disk storage, making the entire process of moving and storing that data a cumbersome task that introduces overhead and causes bottlenecks in real-time rendering engines, where computation time is critical. We present a physically-based, real-time spectral rendering pipeline that aims to mitigate these two factors by enabling the use of RGB assets in spectral contexts, introducing as little error as possible. For that end, we propose a real-time adaptation of a spectral upsampling technique, which allows for obtaining spectral responses for reflectances from the RGB coefficients in the original reflectance texture. To exemplify this proposed pipeline, we offer an implementation that aims to be performant, extensible and follows the main principles of physically based rendering. For this last goal, we allow for simulating different observer response curves and we implement physically based materials. We implemented our pipeline in OpenGL form scratch, excluding some libraries that alleviated the work on the most basic tasks. To prove the extendability of our approach, we combine it with previously existing techniques for real-time spectral rendering. We chose a technique to render underwater oceanic scenes in real time, allowing us to fully render those scenes in a spectral fashion. Lastly, we validate our results against a path traced simulation, showing great accuracy for wavelength-dependent scenarios and outperforming RGB rendering. Our method proves to be the most reliable across all the test scenarios, offering great frame rates for a little price in terms of processing power. <br />
000152419 521__ $$aMáster Universitario en Robótica, Gráficos y Visión por Computador
000152419 540__ $$aDerechos regulados por licencia Creative Commons
000152419 691__ $$a8 9
000152419 692__ $$aInnovación en tecnología de gráficos por ordenador Puede aplicarse a diferentes industrias como videojuegos, cine, cultura... garantizando crecimiento económico
000152419 700__ $$aMonzón González, Néstor$$edir.
000152419 700__ $$aMuñoz Orbañanos, Adolfo$$edir.
000152419 7102_ $$aUniversidad de Zaragoza$$bInformática e Ingeniería de Sistemas$$cLenguajes y Sistemas Informáticos
000152419 8560_ $$f756642@unizar.es
000152419 8564_ $$s17688648$$uhttps://zaguan.unizar.es/record/152419/files/TAZ-TFM-2024-837.pdf$$yMemoria (eng)
000152419 909CO $$ooai:zaguan.unizar.es:152419$$pdriver$$ptrabajos-fin-master
000152419 950__ $$a
000152419 951__ $$adeposita:2025-04-01
000152419 980__ $$aTAZ$$bTFM$$cEINA
000152419 999__ $$a20240626201539.CREATION_DATE