Real‐Time Microstructure Rendering with MIP‐Mapped Normal Map Samples

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Date
2022
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© 2022 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd
Abstract
Normal map‐based microstructure rendering can generate both glint and scratch appearance accurately. However, the extra high‐resolution normal map that defines every microfacet normal may incur high storage and computation costs. We present an example‐based real‐time rendering method for arbitrary microstructure materials, which significantly reduces the required storage space. Our method takes a small‐size normal map sample as input. We implicitly synthesize a high‐resolution normal map from the normal map sample and construct MIP‐mapped 4D position‐normal Gaussian lobes. Based on the above MIP‐mapped 4D lobes and a LUT (lookup table) data structure for the synthesized high‐resolution normal map, an efficient Gaussian query method is presented to evaluate ‐NDFs (position‐normal distribution functions) for shading. We can render complex scenes with glint and scratch surfaces in real time (30 fps) with a full high‐definition resolution, and the space required for each microstructure material is decreased to 30 MB.
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@article{
10.1111:cgf.14448
, journal = {Computer Graphics Forum}, title = {{
Real‐Time Microstructure Rendering with MIP‐Mapped Normal Map Samples
}}, author = {
Tan, Haowen
and
Zhu, Junqiu
and
Xu, Yanning
and
Meng, Xiangxu
and
Wang, Lu
and
Yan, Ling‐Qi
}, year = {
2022
}, publisher = {
© 2022 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd
}, ISSN = {
1467-8659
}, DOI = {
10.1111/cgf.14448
} }
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