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Procedural Physically based BRDF for Real‐Time Rendering of Glints
Author(s) -
Chermain X.,
Sauvage B.,
Dischler J.M.,
Dachsbacher C.
Publication year - 2020
Publication title -
computer graphics forum
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.578
H-Index - 120
eISSN - 1467-8659
pISSN - 0167-7055
DOI - 10.1111/cgf.14141
Subject(s) - bidirectional reflectance distribution function , rendering (computer graphics) , computer science , computer graphics (images) , graphics , surface finish , computer graphics , computer vision , artificial intelligence , reflectivity , optics , physics , materials science , composite material
Physically based rendering of glittering surfaces is a challenging problem in computer graphics. Several methods have proposed off‐line solutions, but none is dedicated to high‐performance graphics. In this work, we propose a novel physically based BRDF for real‐time rendering of glints. Our model can reproduce the appearance of sparkling materials (rocks, rough plastics, glitter fabrics, etc.). Compared to the previous real‐time method [ZK16], which is not physically based, our BRDF uses normalized NDFs and converges to the standard microfacet BRDF [CT82] for a large number of microfacets. Our method procedurally computes NDFs with hundreds of sharp lobes. It relies on a dictionary of 1D marginal distributions: at each location two of them are randomly picked and multiplied (to obtain a NDF), rotated (to increase the variety), and scaled (to control standard deviation/roughness). The dictionary is multiscale, does not depend on roughness, and has a low memory footprint (less than 1 MiB).

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