A Robust and Flexible Real-Time Sparkle Effect
Abstract
We present a fast and practical procedural sparkle effect for snow and other sparkly surfaces which we integrated into a recent video game. Following from previous work, we generate the sparkle glints by intersecting a jittered 3D grid of sparkle seed points with the rendered surface. By their very nature, the sparkle effect consists of high frequencies which must be dealt with carefully to ensure an anti-aliased and noise free result. We identify a number of sources of aliasing and provide effective techniques to construct a signal that has an appropriate frequency content ready for sampling at pixels at both foreground and background ranges of the scene. This enables artists to push down the sparkle size to the order of 1 pixel and achieve a solid result free from noisy flickering or other aliasing problems, with only a few intuitive tweakable inputs to manage.
BibTeX
@inproceedings {10.2312:sre.20161209,
booktitle = {Eurographics Symposium on Rendering - Experimental Ideas & Implementations},
editor = {Elmar Eisemann and Eugene Fiume},
title = {{A Robust and Flexible Real-Time Sparkle Effect}},
author = {Wang, Beibei and Bowles, How},
year = {2016},
publisher = {The Eurographics Association},
ISSN = {1727-3463},
ISBN = {978-3-03868-019-2},
DOI = {10.2312/sre.20161209}
}
booktitle = {Eurographics Symposium on Rendering - Experimental Ideas & Implementations},
editor = {Elmar Eisemann and Eugene Fiume},
title = {{A Robust and Flexible Real-Time Sparkle Effect}},
author = {Wang, Beibei and Bowles, How},
year = {2016},
publisher = {The Eurographics Association},
ISSN = {1727-3463},
ISBN = {978-3-03868-019-2},
DOI = {10.2312/sre.20161209}
}