An approximate image-space approach for interactive refraction
ACM SIGGRAPH 2005 Papers
Real-Time Depth-of-Field Rendering Using Anisotropically Filtered Mipmap Interpolation
IEEE Transactions on Visualization and Computer Graphics
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
High quality elliptical texture filtering on GPU
I3D '11 Symposium on Interactive 3D Graphics and Games
I3D '11 Symposium on Interactive 3D Graphics and Games
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Rough refraction commonly occurs when light scatters on rough transparent surfaces. It presents a computational challenge, as every pixel's color depends on incoming light from numerous directions. De Rousiers et al. [2011] compute rough refraction interactively using a convolution of Gaussian normal and transmittance distribution functions (NDFs and BTDFs), but their work is limited to a constant roughness surfaces. We introduce two methods that allow for varying roughness by representing surface normals using LEAN mapping and Gaussian sum reduction (GSR).