Rendering glints on high-resolution normal-mapped specular surfaces

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Abstract

Complex specular surfaces under sharp point lighting show a fascinating glinty appearance, but rendering it is an unsolved problem. Using Monte Carlo pixel sampling for this purpose is impractical: the energy is concentrated in tiny highlights that take up a minuscule fraction of the pixel. We instead compute an accurate solution using a completely different deterministic approach. Our method considers the true distribution of normals on a surface patch seen through a single pixel, which can be highly complex. We show how to evaluate this distribution efficiently, assuming a Gaussian pixel footprint and Gaussian intrinsic roughness. We also take advantage of hierarchical pruning of position-normal space to rapidly find tex-els that might contribute to a given normal distribution evaluation. Our results show complex, temporally varying glints from materials such as bumpy plastics, brushed and scratched metals, metallic paint and ocean waves. Copyright © ACM.

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APA

Yan, L. Q., Hašan, M., Jakob, W., Lawrence, J., Marschner, S., & Ramamoorthi, R. (2014). Rendering glints on high-resolution normal-mapped specular surfaces. In ACM Transactions on Graphics (Vol. 33). Association for Computing Machinery. https://doi.org/10.1145/2601097.2601155

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