Real-time rendering of procedural multiscale materials

Tobias Zirr, Anton Kaplanyan
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引用次数: 33

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.
程序多尺度材料的实时渲染
我们提出了一种稳定的着色方法和程序着色模型,可以实时渲染由不规则微观表面结构产生的亚像素闪烁和各向异性微细节,以模拟从闪闪发光到拉丝材料的丰富外观光谱。我们为微细节引入了一个双尺度正态分布函数(NDF),以提供对全局外观以及单个微细节形状外观的方便艺术控制,同时有效地生成程序细节。我们的稳定渲染方法模拟了尺度的层次结构,并在多个细节级别上准确估计像素足迹,以实现良好的时间稳定性和抗锯齿,使其在实时渲染应用中可行。
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