In this work, we render in real-time glittery materials caused by discrete flakes on the surface. To achieve this, one has to count the number of flakes reflecting the light towards the camera within every texel covered by a given pixel footprint. To do so, we derive a counting method for arbitrary footprints that, unlike previous work, outputs the correct statistics. We combine this counting method with an anisotropic parameterization of the texture space that reduces the number of texels falling under a pixel footprint. This allows our method to run with both stable performance and 1.5X to 5X faster than the state-of-the-art.
翻译:本文致力于实时渲染由表面离散薄片引起的闪光材质。为实现此目标,需计算给定像素覆盖区域内每个纹素中朝向相机反射光线的薄片数量。我们提出一种适用于任意覆盖区域的计数方法,该方法相较于先前研究能输出正确的统计结果。我们将该计数方法与纹理空间的各向异性参数化相结合,有效减少了像素覆盖区域下的纹素数量。这使得我们的方法不仅性能稳定,且速度比现有最优技术快1.5到5倍。