Skip to content
0:00 / 0:00

#glints#specularsurfaces#normalmapping

Siggraph 2014: Rendering Glints on High-Resolution Normal-Mapped Specular Surfaces

Marco Polo

604 subscribers • 1 video on Hallway

YouTube
  • Recommended by 1 person: 1 in engineering communities.

Advanced. Deep dive for people who know the field.

22K views12 years ago1 recommendation

Graphics and audioRenderingGPUs, shaders and CUDA

An explanation of a deterministic method for rendering realistic glints on high-resolution normal-mapped specular surfaces without expensive Monte Carlo sampling.

eecs.berkeley.edu/~lingqi/ Rendering a complex specular surface under sharp point lighting is far from easy. Using Monte Carlo point 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 the accurate solution that Monte Carlo would eventually converge to, using a completely different deterministic approach with minimal approximations. Our method considers the true distribution of normals on a surface patch seen through a single pixel, which can be highly complicated. This requires computing the probability density of the given normal coming from anywhere on the patch. We show how to evaluate this efficiently, assuming a Gaussian surface patch and Gaussian intrinsic roughness. We also take advantage of hierarchical pruning of position-normal space to quickly find texels that might contribute to a given normal distribution evaluation. Our results show complicated, temporally varying glints from materials such as bumpy plastics, brushed and scratched metals, metallic paint and ocean waves.

Why it's here

1 person recommends this

What people say. Recommended as a classic SIGGRAPH paper presentation on rendering specular glints.

u/CodyDuncan1260in r/GraphicsProgramming • Recommends

Siggraph 2014: Rendering Glints on High-Resolution Normal-Mapped Specular Surfaces