Efficient Acquisition and Realistic Rendering of Car Paint
Johannes Günther, Tongbo Chen, Michael Goesele, Ingo Wald, Hans‐Peter Seidel · 2005
Figure 1: Different views of a “VW New Beetle ” car rendered with a measured and fitted “Polaris Silber” car paint, lighted from Paul Debevec’s HDR environment map of the Uffizi Gallery in Florence [5]. The outside appearance of cars is mostly defined through only two distinct materials – glass and car paint. While glass can rather easily be simulated by the simple physical laws of reflection and refraction, modeling car paint is more challenging. In this paper we present a framework for the efficient acquisition and realistic rendering of realworld car paint. This is achieved by building an easy-to-reproduce measuring setup, fitting the measured data to a general BRDF model for car paint, adding a component for simulating the sparkling effect of metallic paints, and rendering using a specially designed shader in a realtime ray tracer. 1