Many real-world materials are characterized by a glittery appearance. Reproducing this effect in physically based renderings is a challenging problem due to its discrete nature, especially in real-time applications which require a consistently low runtime. Recent work focuses on glittery appearance illuminated by infinitesimally small light sources only. For light sources like the sun this approximation is a reasonable choice. In the real world however, all light sources are fundamentally area light sources. In this paper, we derive an efficient method for rendering glints illuminated by spatially constant diffuse area lights in real time. To this end, we require an adequate estimate for the probability of a single microfacet to be correctly oriented for reflection from the source to the observer. A good estimate is achieved either using linearly transformed cosines (LTC) for large light sources, or a locally constant approximation of the normal distribution for small spherical caps of light directions. To compute the resulting number of reflecting microfacets, we employ a counting model based on the binomial distribution. In the evaluation, we demonstrate the visual accuracy of our approach, which is easily integrated into existing real-time rendering frameworks, especially if they already implement shading for area lights using LTCs and a counting model for glint shading under point and directional illumination. Besides the overhead of the preexisting constituents, our method adds little to no additional overhead.
Rip-NeRF: Anti-aliasing Radiance Fields with Ripmap-Encoded Platonic Solids
Beihang University(北京航空航天大学);Tencent AI Lab(腾讯人工智能实验室);Beijing Institute of Technology(北京理工大学);Tsinghua University(清华大学);Dermatology Hospital(皮肤病医院);Southern Medical University(南方医科大学)
Towards Smart Monitored AM: Open Source in-Situ Layer-wise 3D Printing Image Anomaly Detection Using Histograms of Oriented Gradients and a Physics-Based Rendering Engine