Presentation
Evaluating and Sampling Glinty NDFs in Constant Time
DescriptionGeometric features between the micro and macro scales produce an ex-
pressive family of visual effects grouped under the term "glints". Efficiently
rendering these effects amounts to finding the highlights caused by the
geometry under each pixel. To allow for fast rendering, we represent our
faceted geometry as a 4D point process on an implicit multiscale grid, de-
signed to efficiently find the facets most likely to cause a highlight. The
facets’ normals are generated to match a given micro-facet normal distri-
bution such as Trowbridge-Reitz (GGX) or Beckmann, to which our model
converges under increasing surface area. Our method is simple to imple-
ment, memory-and-precomputation-free, allows for importance sampling
and covers a wide range of different appearances such as anisotropic as well
as individually colored particles. We provide a base implementation as a
standalone fragment shader.
pressive family of visual effects grouped under the term "glints". Efficiently
rendering these effects amounts to finding the highlights caused by the
geometry under each pixel. To allow for fast rendering, we represent our
faceted geometry as a 4D point process on an implicit multiscale grid, de-
signed to efficiently find the facets most likely to cause a highlight. The
facets’ normals are generated to match a given micro-facet normal distri-
bution such as Trowbridge-Reitz (GGX) or Beckmann, to which our model
converges under increasing surface area. Our method is simple to imple-
ment, memory-and-precomputation-free, allows for importance sampling
and covers a wide range of different appearances such as anisotropic as well
as individually colored particles. We provide a base implementation as a
standalone fragment shader.

Event Type
Technical Papers
TimeWednesday, 17 December 20252:50pm - 3:00pm HKT
LocationMeeting Room S426+S427, Level 4

