Realtime Rendering Glossy to Glossy Reflections in Screen Space.

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Title: Realtime Rendering Glossy to Glossy Reflections in Screen Space.
Authors: Xu, Chao1, Wang, Rui1, Bao, Hujun1
Source: Computer Graphics Forum. Oct2015, Vol. 34 Issue 7, p57-66. 10p. 4 Color Photographs, 2 Diagrams, 3 Charts.
Subjects: Real-time rendering (Computer graphics), Optical reflection, Radiative transfer, Texture analysis (Image processing), Light transmission, Buffer storage (Computer science)
Abstract: Glossy to glossy reflections are lights bounced between glossy surfaces. Such directional light transports are important for humans to perceive glossy materials, but difficult to simulate. This paper proposes a new method for rendering screen-space glossy to glossy reflections in realtime. We use spherical von Mises-Fisher (vMF) distributions to model glossy BRDFs at surfaces, and employ screen space directional occlusion (SSDO) rendering framework to trace indirect light transports bounced in the screen space. As our main contributions, we derive a new parameterization of vMF distribution so as to convert the non-linear fit of multiple vMF distributions into a linear sum in the new space. Then, we present a new linear filtering technique to build MIP-maps on glossy BRDFs, which allows us to create filtered radiance transfer functions at runtime, and efficiently estimate indirect glossy to glossy reflections. We demonstrate our method in a realtime application for rendering scenes with dynamic glossy objects. Compared with screen space directional occlusion, our approach only requires one extra texture and has a negligible overhead, 3% ∼ 6% loss at frame rate, but enables glossy to glossy reflections. [ABSTRACT FROM AUTHOR]
Copyright of Computer Graphics Forum is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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  Data: <searchLink fieldCode="JN" term="%22Computer+Graphics+Forum%22">Computer Graphics Forum</searchLink>. Oct2015, Vol. 34 Issue 7, p57-66. 10p. 4 Color Photographs, 2 Diagrams, 3 Charts.
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  Data: <searchLink fieldCode="DE" term="%22Real-time+rendering+%28Computer+graphics%29%22">Real-time rendering (Computer graphics)</searchLink><br /><searchLink fieldCode="DE" term="%22Optical+reflection%22">Optical reflection</searchLink><br /><searchLink fieldCode="DE" term="%22Radiative+transfer%22">Radiative transfer</searchLink><br /><searchLink fieldCode="DE" term="%22Texture+analysis+%28Image+processing%29%22">Texture analysis (Image processing)</searchLink><br /><searchLink fieldCode="DE" term="%22Light+transmission%22">Light transmission</searchLink><br /><searchLink fieldCode="DE" term="%22Buffer+storage+%28Computer+science%29%22">Buffer storage (Computer science)</searchLink>
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  Data: Glossy to glossy reflections are lights bounced between glossy surfaces. Such directional light transports are important for humans to perceive glossy materials, but difficult to simulate. This paper proposes a new method for rendering screen-space glossy to glossy reflections in realtime. We use spherical von Mises-Fisher (vMF) distributions to model glossy BRDFs at surfaces, and employ screen space directional occlusion (SSDO) rendering framework to trace indirect light transports bounced in the screen space. As our main contributions, we derive a new parameterization of vMF distribution so as to convert the non-linear fit of multiple vMF distributions into a linear sum in the new space. Then, we present a new linear filtering technique to build MIP-maps on glossy BRDFs, which allows us to create filtered radiance transfer functions at runtime, and efficiently estimate indirect glossy to glossy reflections. We demonstrate our method in a realtime application for rendering scenes with dynamic glossy objects. Compared with screen space directional occlusion, our approach only requires one extra texture and has a negligible overhead, 3% ∼ 6% loss at frame rate, but enables glossy to glossy reflections. [ABSTRACT FROM AUTHOR]
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  Data: <i>Copyright of Computer Graphics Forum is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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RecordInfo BibRecord:
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    Identifiers:
      – Type: doi
        Value: 10.1111/cgf.12745
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      – Code: eng
        Text: English
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      Pagination:
        PageCount: 10
        StartPage: 57
    Subjects:
      – SubjectFull: Real-time rendering (Computer graphics)
        Type: general
      – SubjectFull: Optical reflection
        Type: general
      – SubjectFull: Radiative transfer
        Type: general
      – SubjectFull: Texture analysis (Image processing)
        Type: general
      – SubjectFull: Light transmission
        Type: general
      – SubjectFull: Buffer storage (Computer science)
        Type: general
    Titles:
      – TitleFull: Realtime Rendering Glossy to Glossy Reflections in Screen Space.
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            NameFull: Xu, Chao
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            NameFull: Wang, Rui
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            NameFull: Bao, Hujun
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            – D: 01
              M: 10
              Text: Oct2015
              Type: published
              Y: 2015
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              Value: 34
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            – TitleFull: Computer Graphics Forum
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