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BRDF representation and acquisition

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journal contribution
posted on 08.06.2016 by Dar'ya Moulds, Claudio Guarnera, Abhijeet Ghosh, Cornelia Denk, Mashhuda Glencross
Photorealistic rendering of real world environments is important in a range of different areas; including Visual Special effects, Interior/Exterior Modelling, Architectural Modelling, Cultural Heritage, Computer Games and Automotive Design. Currently, rendering systems are able to produce photorealistic simulations of the appearance of many real-world materials. In the real world, viewer perception of objects depends on the lighting and object/material/surface characteristics, the way a surface interacts with the light and on how the light is reflected, scattered, absorbed by the surface and the impact these characteristics have on material appearance. In order to re-produce this, it is necessary to understand how materials interact with light. Thus the representation and acquisition of material models has become such an active research area. This survey of the state-of-the-art of BRDF Representation and Acquisition presents an overview of BRDF (Bidirectional Reflectance Distribution Function) models used to represent surface/material reflection characteristics, and describes current acquisition methods for the capture and rendering of photorealistic materials.



  • Business and Economics


  • Business

Published in

Eurographics 2016


625 - 650 (26)


GUARNERA, D. ... et al., 2016. BRDF representation and acquisition. Computer Graphics Forum, 35 (2), May 2016, pp. 625–650.


© The Author(s) Computer Graphics Forum © The Eurographics Association and John Wiley & Sons Ltd. Published by John Wiley & Sons Ltd.


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This work is made available according to the conditions of the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) licence. Full details of this licence are available at:

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This is the peer reviewed version of the following article: GUARNERA, D. ... et al., 2016. BRDF representation and acquisition. Computer Graphics Forum, 35 (2), May 2016, pp. 625–650., which has been published in final form at This article may be used for non-commercial purposes in accordance with Wiley Terms and Conditions for Self-Archiving. This paper was accepted for presentation at Eurographics 2016, Lisbon, Portugal, 9-13 May and published in a special issue of the Eurographics journal Computer Graphics Forum.




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