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dc.contributor.authorWang, Beibeien_US
dc.contributor.authorDeng, Hongen_US
dc.contributor.authorHolzschuch, Nicolasen_US
dc.contributor.editorBenes, Bedrich and Hauser, Helwigen_US
dc.date.accessioned2020-10-06T16:53:59Z
dc.date.available2020-10-06T16:53:59Z
dc.date.issued2020
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.14007
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf14007
dc.description.abstractMany real‐life materials have a sparkling appearance. Examples include metallic paints, sparkling fabrics and snow. Simulating these sparkles is important for realistic rendering but expensive. As sparkles come from small shiny particles reflecting light into a specific direction, they are very challenging for illumination simulation. Existing approaches use a four‐dimensional hierarchy, searching for light‐reflecting particles simultaneously in space and direction. The approach is accurate, but extremely expensive. A separable model is much faster, but still not suitable for real‐time applications. The performance problem is even worse when illumination comes from environment maps, as they require either a large sample count per pixel or pre‐filtering. Pre‐filtering is incompatible with the existing sparkle models, due to the discrete multi‐scale representation. In this paper, we present a GPU‐friendly, pre‐filtered model for real‐time simulation of sparkles and glints. Our method simulates glints under both environment maps and point light sources in real time, with an added cost of just 10 ms per frame with full high‐definition resolution. Editing material properties requires extra computations but is still real time, with an added cost of 10 ms per frame.en_US
dc.publisher© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltden_US
dc.subjectrendering
dc.subjectsurface microstructure
dc.subjectglints
dc.subjectreal time
dc.subjectpre‐filtered
dc.titleReal‐Time Glints Rendering With Pre‐Filtered Discrete Stochastic Microfacetsen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersArticles
dc.description.volume39
dc.description.number6
dc.identifier.doi10.1111/cgf.14007
dc.identifier.pages144-154


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