Real-time Rendering of Procedural Multiscale Materials
"Real-time Rendering of Procedural Multiscale Materials"
Tobias Zirr (NVIDIA / KIT), Anton Kaplanyan (NVIDIA), in ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, February 2016
|Research Area:||3D Graphics|
|Author(s):||Tobias Zirr (NVIDIA / KIT), Anton Kaplanyan (NVIDIA)|
|Abstract:||We present a stable shading method and a procedural shading model that enables real-time rendering of sub-pixel glints and anisotropic microdetails resulting from irregular microscopic surface structure to simulate a rich spectrum of appearances ranging from sparkling to brushed materials. We introduce a biscale Normal Distribution Function (NDF) for microdetails to provide a convenient artistic control over both the global appearance as well as over the appearance of the individual microdetail shapes, while efficiently generating procedural details. Our stable rendering approach simulates a hierarchy of scales and accurately estimates pixel footprint at multiple levels of detail to achieve good temporal stability and antialiasing, making it feasible for real-time rendering applications.|
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