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dc.contributor.authorWang, Beibeien_US
dc.contributor.authorWang, Luen_US
dc.contributor.authorHolzschuch, Nicolasen_US
dc.contributor.editorFu, Hongbo and Ghosh, Abhijeet and Kopf, Johannesen_US
dc.date.accessioned2018-10-07T14:57:51Z
dc.date.available2018-10-07T14:57:51Z
dc.date.issued2018
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.13547
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13547
dc.description.abstractMany real-life materials have a sparkling appearance, whether by design or by nature. Examples include metallic paints, sparkling varnish but also snow. These sparkles correspond to small, isolated, shiny particles reflecting light in a specific direction, on the surface or embedded inside the material. The particles responsible for these sparkles are usually small and discontinuous. These characteristics make it diffcult to integrate them effciently in a standard rendering pipeline, especially for indirect illumination. Existing approaches use a 4-dimensional hierarchy, searching for light-reflecting particles simultaneously in space and direction. The approach is accurate, but still expensive. In this paper, we show that this 4-dimensional search can be approximated using separate 2-dimensional steps. This approximation allows fast integration of glint contributions for large footprints, reducing the extra cost associated with glints be an order of magnitude.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.titleFast Global Illumination with Discrete Stochastic Microfacets Using a Filterable Modelen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersLighting and Ray Tracing
dc.description.volume37
dc.description.number7
dc.identifier.doi10.1111/cgf.13547
dc.identifier.pages55-64


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  • 37-Issue 7
    Pacific Graphics 2018 - Symposium Proceedings

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