Real-Time Geometric Glint Anti-Aliasing with Normal Map Filtering

نویسندگان

چکیده

Real-time geometric specular anti-aliasing is required when using a low number of pixel samples and high-frequency lobes. Several methods have been proposed for mono-lobe bidirectional reflection distribution functions (BRDFs), but none multi-lobe BRDFs, e.g., glinty BRDF. We present the first method real-time glint (GGAA). It eliminates most inconsistent appearing disappearing glints on surfaces with significant curvatures during animations. The technique uses BRDF Chermain et al. [2020] leverages hardware GPU-filtering textures to filter slope distributions fly. also improve this by adding correlation factor slope. This parameter allows convergence normal that are not aligned surface's axes. Above all, makes rendering compatible map filtering LEAN mapping. Using GGAA increases time from 0.6 % 4.2 it requires 1/3 more memory due MIP mapping tabulated distributions. results compared references thousand per pixel.

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ژورنال

عنوان ژورنال: Proceedings of the ACM on computer graphics and interactive techniques

سال: 2021

ISSN: ['2577-6193']

DOI: https://doi.org/10.1145/3451257