Filtering Distributions of Normals for Shading Antialiasing
dc.contributor.author | Kaplanyan, Anton S. | en_US |
dc.contributor.author | Hill, Stephen | en_US |
dc.contributor.author | Patney, Anjul | en_US |
dc.contributor.author | Lefohn, Aaron | en_US |
dc.contributor.editor | Ulf Assarsson and Warren Hunt | en_US |
dc.date.accessioned | 2016-06-17T14:08:31Z | |
dc.date.available | 2016-06-17T14:08:31Z | |
dc.date.issued | 2016 | en_US |
dc.description.abstract | High-frequency illumination effects, such as highly glossy highlights on curved surfaces, are challenging to render in a stable manner. Such features can be much smaller than the area of a pixel and carry a high amount of energy due to high reflectance. These highlights are challenging to render in both offline rendering, where they require many samples and an outliers filter, and in real-time graphics, where they cause a significant amount of aliasing given the small budget of shading samples per pixel. In this paper, we propose a method for filtering the main source of highly glossy highlights in microfacet materials: the Normal Distribution Function (NDF). We provide a practical solution applicable for real-time rendering by employing recent advances in light transport for estimating the filtering region from various effects (such as pixel footprint) directly in the parallel-plane half-vector domain (also known as the slope domain), followed by filtering the NDF over this region. Our real-time method is GPU-friendly, temporally stable, and compatible with deferred shading, normal maps, as well as with filtering methods for normal maps. | en_US |
dc.description.sectionheaders | Textures and Shading | en_US |
dc.description.seriesinformation | Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics | en_US |
dc.identifier.doi | 10.2312/hpg.20161201 | en_US |
dc.identifier.isbn | 978-3-03868-008-6 | en_US |
dc.identifier.issn | 2079-8679 | en_US |
dc.identifier.pages | 151-162 | en_US |
dc.identifier.uri | https://doi.org/10.2312/hpg.20161201 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Color | en_US |
dc.subject | shading | en_US |
dc.subject | shadowing | en_US |
dc.subject | and texture | en_US |
dc.subject | I.3.3 [Computer Graphics] | en_US |
dc.subject | Antialiasing | en_US |
dc.title | Filtering Distributions of Normals for Shading Antialiasing | en_US |