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Anton S. Kaplanyan 1 August 2016 PDF

32 PagesΒ·2016Β·4.92 MBΒ·English
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Anton S. Kaplanyan 1 August 2016 SPECULAR ALIASING Specular highlight can be small Gets brighter when gets smaller Specular microdetails sparkle Specular aliasing Pixel footprint Emphasized on curved geometry Specular highlight Does not go away even after many samples Pixel footprint spans a large area on the surface Stretched on curved surfaces 22 RENDERING SPECULAR Rendering equation: scattering at surface point x βŠ₯ 𝐿 x = ΰΆ± 𝑓 x, πœ” , πœ” 𝐿 x dπœ” π‘œ π‘Ÿ 𝑖 π‘œ 𝑖 𝑖 Ξ© Flux incident at the image pixel is I = ΰΆ± π‘Š 𝐿 x 𝐺 dx j 𝑗 π‘œ β„± Want to integrate over the pixel footprint β„± β„± 33 MICROFACET BSDF πœ” + πœ” 𝑖 π‘œ β„Ž = The BSDF 𝑓 x, πœ” , πœ” is a scattering function | πœ” + πœ” | π‘Ÿ 𝑖 π‘œ 𝑖 π‘œ Cook-Torrance microfacet BSDF is commonly used β„Ž 𝐺 πœ” , πœ” 𝐹(πœ” , πœ” )𝐷 β„Ž 𝑖 π‘œ 𝑖 π‘œ πœ” 𝑓 x, πœ” , πœ” = 𝑖 πœ” π‘œ π‘Ÿ 𝑖 π‘œ 4|n β‹… πœ” ||n β‹… πœ” | 𝑖 π‘œ Shadowing-masking and Fresnel (𝐺 and 𝐹) are [0;1] bounded The Normal Distribution Function (NDF) Density of actively reflecting microfacets given β„Ž Unbounded values! 44 THREE-POINTS TRANSPORT The half vector depends on three adjacent vertices: x, l, e The three-point transport with integration of NDF is I β‰ˆ 𝐢 ΰΆ± 𝐷 β„Ž x, l, e dx j 2 β„± l e x β„± 55 VARIATION OF HALF VECTOR 66 Materials with Specular Microdetails Joint work with Tobias Zirr 77 CONCEPT OF A MICRODETAIL Correlated clusters Correlation both in NDF and on surface Isotropic or anisotropic Model with nested distributions Glints, grooves in brushed metal, etc. Results from [Yan et al.14] 88 PREVIOUS WORK Discrete Stochastic Microfacet Models [Jakob et al.14] Hierarchical search In spatial and half vector (slope) domain Rendering Glints on High-Resolution Normal-Mapped Specular Surfaces [Yan et al.14] Hierarchical pruning of a filtered micronormal map In half vector domain, parallel light and eye rays 99 PREVIOUS WORK: REAL-TIME Sparkly but not too Sparkly! A Stable and Robust Procedural Sparkle Effect SIGGRAPH AiRT’15, EGSR’16 (Studio Gobo) 3D grid of sparkle kernels Based on β€œGettin’ procedural” [Shopf10] Sparse sparkles & glints Labs R&D: Rendering Techniques in Rise of the Tomb Raider SIGGRAPH AiRT’15 (Eidos Montreal) Simple procedural noise for sparkles 1100

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Anton S. Kaplanyan. 1 August 2016. Page 2. 22. SPECULAR ALIASING. Specular highlight can be small. Gets brighter when gets smaller. Specular
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