Date: 2000
Place: Paris
Org: PSAPSA Peugeot Citroën
ENSAMEcole Nationale Supérieure d'Arts et Métiers
Institut Image
ondim
Team: Thomas Muller
Tech: C++
Maya

Multi-layer paint simulation

Introduction:

This work, supervised by Philippe Porral, was developed at the “Direction de la Recherche et de l’Innovation Automobile” within the framework of  the Master “Simulation and Virtual Reality” – Institut Image / ENSAM -. The goal was to explore the possibility to produce physically correct simulations of multi-layer paints applied on car shapes. We worked with the CSTB to make measures of BRDFs from samples and write some code to manipulate the data and use it in Maya© AliasWavefront. It was interesting to see that, as a car shape is wholly convex, we were able to pre-compute the lighting by simply convolving the BRDF with the environment (an HDRI)…  This offered the possibility to do very fast global illumination rendering.

Abstract:

Research in the field of  computer graphics has been quite active for a few decades, and has given good results applied in software well suited for design, CAD, architecture, special effects, etc. But, to this day, we still fail to correctly simulate the real appearance of multi-layered paints. As this is an issue for the car industry, we propose a new approach for a fast interactive design of paint based on BRDF measurements.

 

Medias:

BRDF MultiLayer2 BRDFVeew2 MultiLayer1 GonioReflectoMetrer BRDFView1