2021
DOI: 10.1145/3451257
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Real-Time Geometric Glint Anti-Aliasing with Normal Map Filtering

Abstract: Real-time geometric specular anti-aliasing is required when using a low number of pixel samples and high-frequency specular lobes. Several methods have been proposed for mono-lobe bidirectional reflection distribution functions (BRDFs), but none for multi-lobe BRDFs, e.g., a glinty BRDF. We present the first method for real-time geometric glint anti-aliasing (GGAA). It eliminates most of the inconsistent appearing and disappearing of glints on surfaces with significant curvatures during animations. The techniq… Show more

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Cited by 8 publications
(1 citation statement)
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“…In contrast to offline rendering, real‐time implementations of glittery surfaces must relax different aspect of what defines such models while at the same time preserving their appearance. This is a rather difficult task, and as such, only a handful of methods managed to add this effect to real‐time rendering engines [ZK16,CLS*21].…”
Section: Introductionmentioning
confidence: 99%
“…In contrast to offline rendering, real‐time implementations of glittery surfaces must relax different aspect of what defines such models while at the same time preserving their appearance. This is a rather difficult task, and as such, only a handful of methods managed to add this effect to real‐time rendering engines [ZK16,CLS*21].…”
Section: Introductionmentioning
confidence: 99%