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precipitate, and displayed those in a few seconds in which the scene progressively
and visibly ages. Open for further investigation is the simulation on large scenes.
For now, our approach is limited to a few objects chosen by the content artist as a
region of interest, since the memory consumption limits the material atlas size and
thus the visual quality. A number of extensions to our approach are imaginable.
If more memory was available, e.g., by compression, it would be possible to add
multiple layers of material, not only one as we do now. Related to this is the
gradual peeling of layers [Paquette et al. 02], possibly initiating a more distinctive
deformation of the surface, which could go beyond the capabilities of a single-
pass tessellation shader. Another direction to look into is the implementation of
a more detailed temporal aging behavior, since many materials are subject to a
nonlinear aging process [Gu et al. 06]. On the GPU, discrete time steps could be
easily encoded in a 3D texture, whereas the third dimension is time.
Bibliography
[Chen et al. 05] Yanyun Chen, Lin Xia, Tien-Tsin Wong, Xin Tong, Hujun Bao,
Baining Guo, and Heung-Yeung Shum. “Visual Simulation of Weathering
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[Gu et al. 06] Jinwei Gu, Chien-I Tu, Ravi Ramamoorthi, Peter Belhumeur, Wo-
jciech Matusik, and Shree Nayar. “Time-varying Surface Appearance: Ac-
quisition, Modeling and Rendering.” ACM Transactions on Graphics 25:3
(2006), 762-771.
[Gunther et al. 12] Tobias Gunther, Kai Rohmer, and Thorsten Grosch. “GPU-
Accelerated Interactive Material Aging.” In Proceedings of the Vision, Mod-
eling and Visualization Workshop 2012 , pp. 63-70. Genevea: Eurographics
Association, 2012.
[Paquette et al. 02] Eric Paquette, Pierre Poulin, and George Drettakis. “The
Simulation of Paint Cracking and Peeling.” In Graphics Interface 2002 ,
pp. 59-68. Natick, MA: Canadian Human-Computer Communications Soci-
ety and A K Peters, Ltd., 2002.
[Parker et al. 10] Steven G Parker, James Bigler, Andreas Dietrich, Heiko
Friedrich, Jared Hoberock, David Luebke, David McAllister, and Martin
Stich. “OptiX: A General Purpose Ray Tracing Engine.” ACM Transac-
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