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dc.contributor.advisorAkleman, Ergun
dc.creatorKabeerdoss, Chethna
dc.date.accessioned2017-03-02T16:48:42Z
dc.date.available2017-03-02T16:48:42Z
dc.date.created2016-12
dc.date.issued2016-12-07
dc.date.submittedDecember 2016
dc.identifier.urihttps://hdl.handle.net/1969.1/159040
dc.description.abstractIn this work, I develop an approach to include Global Illumination (GI) effects in non-photorealistic real-time rendering; real-time rendering is one of the main areas of focus in the gaming industry and the booming virtual reality(VR) and augmented reality(AR) industries. My approach is based on adapting the Barycentric shader to create a wide variety of painting effects. This shader helps achieve the look of a 2D painting in an interactively rendered 3D scene. The shader accommodates robust computation to obtain artistic reflection and refraction. My contributions can be summarized as follows: Development of a generalized Barycentric shader that can provide artistic control, integration of this generalized Barycentric shader into an interactive ray tracer, and interactive rendering of a 3D scene that closely represent the reference painting.en
dc.format.mimetypeapplication/pdf
dc.language.isoen
dc.subjectnpren
dc.subjectbarycentricen
dc.subjectreal time renderingen
dc.titleArt Directed Shader for Real Time Rendering - Interactive 3D Paintingen
dc.typeThesisen
thesis.degree.departmentVisualizationen
thesis.degree.disciplineVisualizationen
thesis.degree.grantorTexas A & M Universityen
thesis.degree.nameMaster of Scienceen
thesis.degree.levelMastersen
dc.contributor.committeeMemberMcNamara, Ann
dc.contributor.committeeMemberKeyser, John
dc.type.materialtexten
dc.date.updated2017-03-02T16:48:42Z
local.etdauthor.orcid0000-0002-5080-3325


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