Bidirectional reflection functions from surface bump maps
SIGGRAPH '87 Proceedings of the 14th 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
Generalization of Lambert's reflectance model
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
A Reflectance Model for Computer Graphics
ACM Transactions on Graphics (TOG)
An efficient representation for irradiance environment maps
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Level-of-detail representation of bidirectional texture functions for real-time rendering
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Frequency domain normal map filtering
ACM SIGGRAPH 2007 papers
Filtering and Rendering of Resolution-Dependent Reflectance Models
IEEE Transactions on Visualization and Computer Graphics
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
A Survey of Nonlinear Prefiltering Methods for Efficient and Accurate Surface Shading
IEEE Transactions on Visualization and Computer Graphics
Practical physically-based shading in film and game production
ACM SIGGRAPH 2012 Courses
IEEE Transactions on Visualization and Computer Graphics
Real-time shading with filtered importance sampling
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Multiresolution reflectance filtering
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
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
Microfacet models for refraction through rough surfaces
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Filtering color mapped textures and surfaces
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Fourier analysis of stochastic sampling strategies for assessing bias and variance in integration
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Blue noise sampling with controlled aliasing
ACM Transactions on Graphics (TOG)
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We present Linear Efficient Antialiased Displacement and Reflectance (LEADR) mapping, a reflectance filtering technique for displacement mapped surfaces. Similarly to LEAN mapping, it employs two mipmapped texture maps, which store the first two moments of the displacement gradients. During rendering, the projection of this data over a pixel is used to compute a noncentered anisotropic Beckmann distribution using only simple, linear filtering operations. The distribution is then injected in a new, physically based, rough surface microfacet BRDF model, that includes masking and shadowing effects for both diffuse and specular reflection under directional, point, and environment lighting. Furthermore, our method is compatible with animation and deformation, making it extremely general and flexible. Combined with an adaptive meshing scheme, LEADR mapping provides the very first seamless and hardware-accelerated multi-resolution representation for surfaces. In order to demonstrate its effectiveness, we render highly detailed production models in real time on a commodity GPU, with quality matching supersampled ground-truth images.