Real‐Time Rendering of Glinty Appearances using Distributed Binomial Laws on Anisotropic Grids

Author:

Deliot T.1ORCID,Belcour L.1ORCID

Affiliation:

1. Intel Corporation

Abstract

AbstractIn this work, we render in real‐time glittery materials caused by discrete flakes on the surface. To achieve this, one has to count the number of flakes reflecting the light towards the camera within every texel covered by a given pixel footprint. To do so, we derive a counting method for arbitrary footprints that, unlike previous work, outputs the correct statistics. We combine this counting method with an anisotropic parameterization of the texture space that reduces the number of texels falling under a pixel footprint. This allows our method to run with both stable performance and 1.5× to faster than the state‐of‐the‐art.

Publisher

Wiley

Subject

Computer Graphics and Computer-Aided Design

Reference21 articles.

1. AtanasovA. KoylazovV.: A practical stochastic algorithm for rendering mirror-like flakes. InACM SIGGRAPH 2016 Talks.2016 pp.1–2. 2

2. BowlesH. WangB.: Sparkly but not too sparkly! antialiasing a procedural sparkle effect. InSiggraph 2015 Advances in Real-time Rendering in Games(2015). 2

3. A microfacet-based BRDF for the accurate and efficient rendering of high-definition specular normal maps

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