research-article
Open Access

Rendering glints on high-resolution normal-mapped specular surfaces

Published:27 July 2014

Abstract

Complex specular surfaces under sharp point lighting show a fascinating glinty appearance, but rendering it is an unsolved problem. Using Monte Carlo pixel sampling for this purpose is impractical: the energy is concentrated in tiny highlights that take up a minuscule fraction of the pixel. We instead compute an accurate solution using a completely different deterministic approach. Our method considers the true distribution of normals on a surface patch seen through a single pixel, which can be highly complex. We show how to evaluate this distribution efficiently, assuming a Gaussian pixel footprint and Gaussian intrinsic roughness. We also take advantage of hierarchical pruning of position-normal space to rapidly find texels that might contribute to a given normal distribution evaluation. Our results show complex, temporally varying glints from materials such as bumpy plastics, brushed and scratched metals, metallic paint and ocean waves.

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  1. Rendering glints on high-resolution normal-mapped specular surfaces

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    • Published in

      ACM Transactions on Graphics cover image
      ACM Transactions on Graphics  Volume 33, Issue 4
      July 2014
      1366 pages
      ISSN:0730-0301
      EISSN:1557-7368
      DOI:10.1145/2601097
      Issue’s Table of Contents

      Copyright © 2014 Owner/Author

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 27 July 2014

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