dc.description.abstracten |
Specular reflection calculations are one of the essential tasks in computer graph-
ics. Because of the importance of its visual factor and because of the computational
complexity of such calculations, a lot of different approaches and optimization tech-
niques were proposed and are popular throughout the industry. Despite the pop-
ularity of various methods, it is common for game engines to offer only one estab-
lished approach for specular calculations. In this work, we discuss various popular
specular BRDFs and integrate some of them in Unreal Engine 5 in the form of shad-
ing models. That way, we provide users with more than one way to calculate specu-
lar highlights. We also include visual and performance cost analyses of the models
and elaborate on the results.
The modified Unreal Engine source code can be accessed via the link: https:
//github.com/zoriankaH/UnrealEngine (In order to gain access to this repository,
one needs to first request access to the UE source code as is described in the docu-
mentation https://docs.unrealengine.com/5.2/en-US/downloading-unreal-e
ngine-source-code/).
The UE project used in this thesis can be accessed via the link: https://github
.com/zoriankaH/Specular-Models-UE-Test-Project. |
uk |