Sampling procedural shaders using affine arithmetic
ACM Transactions on Graphics (TOG)
Antialiased parameterized solid texturing simplified for consumer-level hardware implementation
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
An efficient representation for irradiance environment maps
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Automatic shader level of detail
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Triple product wavelet integrals for all-frequency relighting
ACM SIGGRAPH 2004 Papers
User-configurable automatic shader simplification
ACM SIGGRAPH 2005 Papers
IEEE Transactions on Visualization and Computer Graphics
Procedural noise using sparse Gabor convolution
ACM SIGGRAPH 2009 papers
Physically-based interactive bi-scale material design
Proceedings of the 2011 SIGGRAPH Asia Conference
A Survey of Nonlinear Prefiltering Methods for Efficient and Accurate Surface Shading
IEEE Transactions on Visualization and Computer Graphics
Sparse PDF maps for non-linear multi-resolution image operations
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
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
Linear efficient antialiased displacement and reflectance mapping
ACM Transactions on Graphics (TOG)
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Color map textures applied directly to surfaces, to geometric microsurface details, or to procedural functions (such as noise), are commonly used to enhance visual detail. Their simplicity and ability to mimic a wide range of realistic appearances have led to their adoption in many rendering problems. As with any textured or geometric detail, proper filtering is needed to reduce aliasing when viewed across a range of distances, but accurate and efficient color map filtering remains an open problem for several reasons: color maps are complex non-linear functions, especially when mapped through procedural noise and/or geometry-dependent functions, and the effects of perspective and masking further complicate the filtering over a pixel's footprint. We accurately solve this problem by computing and sampling from specialized filtering distributions on-the-fly, yielding very fast performance. We filter color map textures applied to (macro-scale) surfaces, as well as color maps applied according to (micro-scale) geometric details. We introduce a novel representation of a (potentially modulated) color map's distribution over pixel footprints using Gaussian statistics and, in the more complex case of high-resolution color mapped microsurface details, our filtering is view- and light-dependent, and capable of correctly handling masking and occlusion effects. Our results match ground truth and our solution is well suited to real-time applications, requires only a few lines of shader code (provided in supplemental material), is high performance, and has a negligible memory footprint.