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Rendering Glints on High-Resolution Normal-Mapped Specular Surfaces

delete2014-07-27
delete19
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OA
AI
L
Ling‐Qi Yan *
M
Miloš Hašan
W
Wenzel Jakob
J
Jason Lawrence
S
Steve Marschner
R
Ravi Ramamoorthi
DOI:10.1145/2601097.2601155delete
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Abstract

Abstract

En 中文
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.
Keywords:
glints
specular highlights
high-resolution normal maps
normal distribution functions
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Journal

ACM Transactions on Graphics cover
ACM Transactions on Graphics
IF:
9.5
Papers:
4.7K
Citations:
3.6W

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U
University of California Berkeley
Scholars:
3.5W
Papers: 2.8W
Citations: 11.3W
E
ETH Zurich
Scholars:
3.0W
Papers: 2.4W
Citations: 8.4W
University of California System cover
University of California System
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37.5W
Papers: 33.7W
Citations: 6.6K
S
swiss federal institutes of technology domain
Scholars:
9.0W
Papers: 8.0W
Citations: 163
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