A Robust and Flexible Real-Time Sparkle Effect

Beibei Wang, H. Bowles
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引用次数: 10

Abstract

We present a fast and practical procedural sparkle effect for snow and other sparkly surfaces which we integrated into a recent video game. Following from previous work, we generate the sparkle glints by intersecting a jittered 3D grid of sparkle seed points with the rendered surface. By their very nature, the sparkle effect consists of high frequencies which must be dealt with carefully to ensure an anti-aliased and noise free result. We identify a number of sources of aliasing and provide effective techniques to construct a signal that has an appropriate frequency content ready for sampling at pixels at both foreground and background ranges of the scene. This enables artists to push down the sparkle size to the order of 1 pixel and achieve a solid result free from noisy flickering or other aliasing problems, with only a few intuitive tweakable inputs to manage.
一个强大的和灵活的实时闪光效果
我们提出了一个快速和实用的程序闪光效果的雪和其他闪光表面,我们集成到最近的视频游戏。根据之前的工作,我们通过将闪烁种子点的抖动3D网格与渲染表面相交来生成闪烁。就其本质而言,闪光效果由高频组成,必须仔细处理,以确保抗混叠和无噪声的结果。我们确定了一些混叠的来源,并提供了有效的技术来构建一个信号,该信号具有适当的频率内容,准备在场景的前景和背景范围的像素处采样。这使艺术家能够将闪光大小推到1像素的顺序,并实现一个可靠的结果,没有嘈杂的闪烁或其他混叠问题,只有几个直观的可调整输入来管理。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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