Procedural Physically based BRDF for Real-Time Rendering of Glints

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Date
2020
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Publisher
The Eurographics Association and John Wiley & Sons Ltd.
Abstract
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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@article{
10.1111:cgf.14141
, journal = {Computer Graphics Forum}, title = {{
Procedural Physically based BRDF for Real-Time Rendering of Glints
}}, author = {
Chermain, Xavier
and
Sauvage, Basile
and
Dischler, Jean-Michel
and
Dachsbacher, Carsten
}, year = {
2020
}, publisher = {
The Eurographics Association and John Wiley & Sons Ltd.
}, ISSN = {
1467-8659
}, DOI = {
10.1111/cgf.14141
} }
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