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http://dx.doi.org/10.7583/JKGS.2016.16.1.111

PBR(Physically based Render) simulation considered mathematical Fresnel model for Game Improvement  

Kim, Seongdong (Department of GameMedia, Kaywon University of Art and Design)
Abstract
This paper proposes the mathematical model of Fresnel effect used to illuminate and simulate a surface character model for defense game play. The term illumination is used to represent the process by which the amount of light reaching a surface character model used on game play is determined. The character surface shaders generally use a mathematical model to predict how light will reflect on triangles. The shading normally represents the methods used to determine the color and intensity of light reflected toward the viewer for each pixel representing the character surface model of the game. This model computes the reflection and transmission coefficients and compares simulated results to the Fresnel equations for the real game improvement.
Keywords
BRDF(Bidirectional Reflection Distribution, Function); PBR(Physically based Render); Fresnel model; Binn-phong model;
Citations & Related Records
Times Cited By KSCI : 2  (Citation Analysis)
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