2023
DOI: 10.1111/cgf.14866
|View full text |Cite
|
Sign up to set email alerts
|

Real‐Time Rendering of Glinty Appearances using Distributed Binomial Laws on Anisotropic Grids

Abstract: 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 pixe… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1

Citation Types

0
0
0

Year Published

2024
2024
2024
2024

Publication Types

Select...
2
1

Relationship

0
3

Authors

Journals

citations
Cited by 3 publications
(1 citation statement)
references
References 21 publications
0
0
0
Order By: Relevance
“…To obtain a better 𝒫 ‐NDF, we could use multiple queries, similar to anisotropic filtering, at an added cost. As future work, we want to explore other feature space designs to support anisotropic filtering in a single query, similar to recent work by Deliot et al [DB23].…”
Section: Limitations and Future Workmentioning
confidence: 99%
“…To obtain a better 𝒫 ‐NDF, we could use multiple queries, similar to anisotropic filtering, at an added cost. As future work, we want to explore other feature space designs to support anisotropic filtering in a single query, similar to recent work by Deliot et al [DB23].…”
Section: Limitations and Future Workmentioning
confidence: 99%