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dc.contributor.authorKaplanyan, Anton S.en_US
dc.contributor.authorHill, Stephenen_US
dc.contributor.authorPatney, Anjulen_US
dc.contributor.authorLefohn, Aaronen_US
dc.contributor.editorUlf Assarsson and Warren Hunten_US
dc.date.accessioned2016-06-17T14:08:31Z
dc.date.available2016-06-17T14:08:31Z
dc.date.issued2016en_US
dc.identifier.isbn978-3-03868-008-6en_US
dc.identifier.issn2079-8679en_US
dc.identifier.urihttp://dx.doi.org/10.2312/hpg.20161201en_US
dc.description.abstractHigh-frequency illumination effects, such as highly glossy highlights on curved surfaces, are challenging to render in a stable manner. Such features can be much smaller than the area of a pixel and carry a high amount of energy due to high reflectance. These highlights are challenging to render in both offline rendering, where they require many samples and an outliers filter, and in real-time graphics, where they cause a significant amount of aliasing given the small budget of shading samples per pixel. In this paper, we propose a method for filtering the main source of highly glossy highlights in microfacet materials: the Normal Distribution Function (NDF). We provide a practical solution applicable for real-time rendering by employing recent advances in light transport for estimating the filtering region from various effects (such as pixel footprint) directly in the parallel-plane half-vector domain (also known as the slope domain), followed by filtering the NDF over this region. Our real-time method is GPU-friendly, temporally stable, and compatible with deferred shading, normal maps, as well as with filtering methods for normal maps.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectColoren_US
dc.subjectshadingen_US
dc.subjectshadowingen_US
dc.subjectand textureen_US
dc.subjectI.3.3 [Computer Graphics]en_US
dc.subjectAntialiasingen_US
dc.titleFiltering Distributions of Normals for Shading Antialiasingen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on High Performance Graphicsen_US
dc.description.sectionheadersTextures and Shadingen_US
dc.identifier.doi10.2312/hpg.20161201en_US
dc.identifier.pages151-162en_US


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