Real-Time Rendering of Glinty Appearances using Distributed Binomial Laws on Anisotropic Grids
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Abstract (arXiv)
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 1.5X to 5X faster than the state-of-the-art.
Key facts. Cited by 1 paper in the map (data through 14 Oct 2026). First posted on arXiv 8 Jun 2023.
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- 2025Real-time Image-based Lighting of Glintscited by 0
- 2025Real-time Image-based Lighting of Glints3 Jul 2025