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dc.contributor.authorChermain, Xavieren_US
dc.contributor.authorSauvage, Basileen_US
dc.contributor.authorDischler, Jean-Michelen_US
dc.contributor.authorDachsbacher, Carstenen_US
dc.contributor.editorEisemann, Elmar and Jacobson, Alec and Zhang, Fang-Lueen_US
dc.date.accessioned2020-10-29T18:50:52Z
dc.date.available2020-10-29T18:50:52Z
dc.date.issued2020
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.14141
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf14141
dc.description.abstractPhysically 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)en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectComputing methodologies
dc.subjectReflectance modeling
dc.titleProcedural Physically based BRDF for Real-Time Rendering of Glintsen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersMaterials and Shading Models
dc.description.volume39
dc.description.number7
dc.identifier.doi10.1111/cgf.14141
dc.identifier.pages243-253


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  • 39-Issue 7
    Pacific Graphics 2020 - Symposium Proceedings

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