Rendering glints on high-resolution normal-mapped specular surfaces
Ling-Qi Yan, Miloš Hašan, Wenzel Jakob, Jason Lawrence, Steve Marschner, Ravi Ramamoorthi
In ACM Transactions on Graphics, 33(4), July 2014.
Abstract: Complex specular surfaces under sharp point lighting show a fascinating glinty appearance, but rendering it is an unsolved problem. Using Monte Carlo pixel sampling for this purpose is impractical: the energy is concentrated in tiny highlights that take up a minuscule fraction of the pixel. We instead compute an accurate solution using a completely different deterministic approach. Our method considers the true distribution of normals on a surface patch seen through a single pixel, which can be highly complex. We show how to evaluate this distribution efficiently, assuming a Gaussian pixel footprint and Gaussian intrinsic roughness. We also take advantage of hierarchical pruning of position-normal space to rapidly find texels that might contribute to a given normal distribution evaluation. Our results show complex, temporally varying glints from materials such as bumpy plastics, brushed and scratched metals, metallic paint and ocean waves.
@article{Yan:2014:RGO,
author = {Ling-Qi Yan and Miloš Hašan and Wenzel Jakob and Jason Lawrence and Steve Marschner and Ravi Ramamoorthi},
title = {Rendering glints on high-resolution normal-mapped specular surfaces},
journal = {ACM Transactions on Graphics},
volume = {33},
number = {4},
pages = {116:1--116:9},
month = jul,
year = {2014},
}
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