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Evaluating and Sampling Glinty NDFs in Constant Time

  • Pauli Kemppinen
  • , Loïs Paulin
  • , Théo Thonat
  • , Jean Marc Thiery
  • , Jaakko Lehtinen
  • , Tamy Boubekeur
  • Aalto University
  • Adobe Research
  • Adobe Systems
  • Nvidia Research

Résultats de recherche: Contribution à un journalArticleRevue par des pairs

Résumé

Geometric features between the micro and macro scales produce an expressive family of visual effects grouped under the term "glints". Efficiently rendering these effects amounts to finding the highlights caused by the geometry under each pixel. To allow for fast rendering, we represent our faceted geometry as a 4D point process on an implicit multiscale grid, designed to efficiently find the facets most likely to cause a highlight. The facets' normals are generated to match a given micro-facet normal distribution such as Trowbridge-Reitz (GGX) or Beckmann, to which our model converges under increasing surface area. Our method is simple to implement, memory-and-precomputation-free, allows for importance sampling and covers a wide range of different appearances such as anisotropic as well as individually colored particles. We provide a base implementation as a standalone fragment shader.

langue originaleAnglais
Numéro d'article256
journalACM Transactions on Graphics
Volume44
Numéro de publication6
Les DOIs
étatPublié - 1 déc. 2025
Modification externeOui

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