Real-time rendering of procedural multiscale materials
Tobias Zirr, Anton S. Kaplanyan
Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2016, pp. 139--148.
Abstract: We present a stable shading method and a procedural shading model that enables real-time rendering of sub-pixel glints and anisotropic microdetails resulting from irregular microscopic surface structure to simulate a rich spectrum of appearances ranging from sparkling to brushed materials. We introduce a biscale Normal Distribution Function (NDF) for microdetails to provide a convenient artistic control over both the global appearance as well as over the appearance of the individual microdetail shapes, while efficiently generating procedural details. Our stable rendering approach simulates a hierarchy of scales and accurately estimates pixel footprint at multiple levels of detail to achieve good temporal stability and antialiasing, making it feasible for real-time rendering applications.
Article URL: http://doi.acm.org/10.1145/2856400.2856409
BibTeX format:
@inproceedings{10.1145-2856400.2856409,
  author = {Tobias Zirr and Anton S. Kaplanyan},
  title = {Real-time rendering of procedural multiscale materials},
  booktitle = {Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games},
  pages = {139--148},
  year = {2016},
}
Search for more articles by Tobias Zirr.
Search for more articles by Anton S. Kaplanyan.

Return to the search page.


graphbib: Powered by "bibsql" and "SQLite3."