In this work, we explore a change of paradigm to build Precomputed Radiance Transfer (PRT) methods in a data-driven way. This paradigm shift allows us to alleviate the difficulties of building traditional PRT methods such as defining a reconstruction basis, coding a dedicated path tracer to compute a transfer function, etc. Our objective is to pave the way for Machine Learned methods by providing a simple baseline algorithm. More specifically, we demonstrate real-time rendering of indirect illumination in hair and surfaces from a few measurements of direct lighting. We build our baseline from pairs of direct and indirect illumination renderings using only standard tools such as Singular Value Decomposition (SVD) to extract both the reconstruction basis and transfer function.
In this work, we render in real‐time glittery materials caused by discrete flakes on the surface. To achieve this, one has to count the number of flakes reflecting the light towards the camera within every texel covered by a given pixel footprint. To do so, we derive a counting method for arbitrary footprints that, unlike previous work, outputs the correct statistics. We combine this counting method with an anisotropic parameterization of the texture space that reduces the number of texels falling under a pixel footprint. This allows our method to run with both stable performance and 1.5× to 5× faster than the state‐of‐the‐art.
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