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dc.contributor.authorDeliot, Thomasen_US
dc.contributor.authorBelcour, Laurenten_US
dc.contributor.editorBikker, Jaccoen_US
dc.contributor.editorGribble, Christiaanen_US
dc.date.accessioned2023-06-25T09:03:49Z
dc.date.available2023-06-25T09:03:49Z
dc.date.issued2023
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.14866
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf14866
dc.description.abstractIn this work, we render in real-time glittery materials caused by discrete flakes on the surface. To achieve this, one has to count the number of flakes reflecting the light towards the camera within every texel covered by a given pixel footprint. To do so, we derive a counting method for arbitrary footprints that, unlike previous work, outputs the correct statistics. We combine this counting method with an anisotropic parameterization of the texture space that reduces the number of texels falling under a pixel footprint. This allows our method to run with both stable performance and 1.5× to 5× faster than the state-of-the-art.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectCCS Concepts: Computing methodologies -> Rendering
dc.subjectComputing methodologies
dc.subjectRendering
dc.titleReal-Time Rendering of Glinty Appearances using Distributed Binomial Laws on Anisotropic Gridsen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersPrimitives, Surfaces, and Appearance Modeling
dc.description.volume42
dc.description.number8
dc.identifier.doi10.1111/cgf.14866
dc.identifier.pages12 pages


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