Real-Time Glints Rendering with Prefiltered Discrete Stochastic Microfacets
Résumé
Many real-life materials have a sparkling appearance. Examples include metallic paints, sparkling fabrics, snow. Simulating these sparkles is important for realistic rendering but expensive. As sparkles come from small shiny particles reflecting light into a specific direction, they are very challenging for illumination simulation. Existing approaches use a 4-dimensional hierarchy, searching for light-reflecting particles simultaneously in space and direction. The approach is accurate, but extremely expensive. A separable model is much faster, but still not suitable for real-time applications. The performance problem is even worse when illumination comes from environment maps, as they require either a large sample
count per pixel or prefiltering. Prefiltering is incompatible with the existing sparkle models, due to the discrete multi-scale representation. In this paper, we present a GPU friendly, prefiltered model for real-time simulation of sparkles and glints. Our method simulates glints under both environment maps and point light sources in real-time, with an added cost of just 10 ms per frame with full high definition resolution. Editing material properties requires extra computations but is still real-time, with an added cost of 10 ms per frame.
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