Bidirectional reflection functions from surface bump maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
A model for anisotropic reflection
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
A comprehensive physical model for light reflection
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Predicting reflectance functions from complex surfaces
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Measuring and modeling anisotropic reflection
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Smooth transitions between bump rendering algorithms
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Towards real-time photorealistic rendering: challenges and solutions
HWWS '97 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Efficient bump mapping hardware
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Appearance-preserving simplification
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Feline: fast elliptical lines for anisotropic texture mapping
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Towards interactive bump mapping with anisotropic shift-variant BRDFs
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Simulation of wrinkled surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Models of light reflection for computer synthesized pictures
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
A reflectance model for computer graphics
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
Summed-area tables for texture mapping
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
ICCV '05 Proceedings of the Tenth IEEE International Conference on Computer Vision - Volume 2
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Frequency domain normal map filtering
ACM SIGGRAPH 2007 papers
Procedural noise using sparse Gabor convolution
ACM SIGGRAPH 2009 papers
High quality elliptical texture filtering on GPU
I3D '11 Symposium on Interactive 3D Graphics and Games
Real-time rough refraction via LEAN mapping and Gaussian sum reduction
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Fast estimation and rendering of indirect highlights
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Adaptive image space shading for motion and defocus blur
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
Representing appearance and pre-filtering subpixel data in sparse voxel octrees
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
Anisotropic spherical Gaussians
ACM Transactions on Graphics (TOG)
Linear efficient antialiased displacement and reflectance mapping
ACM Transactions on Graphics (TOG)
Objective image quality assessment of texture compression
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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We introduce Linear Efficient Antialiased Normal (LEAN) Mapping, a method for real-time filtering of specular highlights in bump and normal maps. The method evaluates bumps as part of a shading computation in the tangent space of the polygonal surface rather than in the tangent space of the individual bumps. By operating in a common tangent space, we are able to store information on the distribution of bump normals in a linearly-filterable form compatible with standard MIP and anisotropic filtering hardware. The necessary textures can be computed in a preprocess or generated in real-time on the GPU for time-varying normal maps. The method effectively captures the bloom in highlight shape as bumps become too small to see, and will even transform bump ridges into anisotropic shading. Unlike even more expensive methods, several layers can be combined cheaply during surface rendering, with per-pixel blending. Though the method is based on a modified Ward shading model, we show how to map between its parameters and those of a standard Blinn-Phong model for compatibility with existing art assets and pipelines, and demonstrate that both models produce equivalent results at the largest MIP levels.