AI Chat Paper
Note: Please note that the following content is generated by AMiner AI. SciOpen does not take any responsibility related to this content.
{{lang === 'zh_CN' ? '文章概述' : 'Summary'}}
{{lang === 'en_US' ? '中' : 'Eng'}}
Chat more with AI
PDF (9.3 MB)
Collect
Submit Manuscript AI Chat Paper
Show Outline
Outline
Show full outline
Hide outline
Outline
Show full outline
Hide outline
Review Article | Open Access

Recent advances in glinty appearance rendering

Shandong University, Jinan, China
University of California, Santa Barbara, USA
Show Author Information

Graphical Abstract

Abstract

The interaction between light and materials is key to physically-based realistic rendering. However, it is also complex to analyze, especially when the materials contain a large number of details and thus exhibit "glinty" visual effects. Recent methods of producing glinty appearance are expected to be important in next-generation computer graphics. We provide here a comprehensive survey on recent glinty appearance rendering. We start with a definition of glinty appearance based on microfacet theory, and then summarize research works in terms of representation and practical rendering. We have implemented typical methods using our unified platform and compare them in terms of visual effects, rendering speed, and memory consumption. Finally, we briefly discuss limitations and future research directions. We hope our analysis, implementations, and comparisons will provide insight for readers hoping to choose suitable methods for applications, or carry out research.

References

[1]
Yan, L. Q.; Hašan, M.; Marschner, S.; Ramamoorthi, R. Position-normal distributions for efficient rendering of specular microstructure. ACM Transactions on Graphics Vol. 35, No. 4, Article No. 56, 2016.
[2]
Torrance, K. E.; Sparrow, E. M. Theory for off-specular reflection from roughened surfaces. Journal of the Optical Society of America Vol. 57, No. 9, 1105, 1967.
[3]
Yan, L. Q.; Hašan, M.; Jakob, W.; Lawrence, J.; Marschner, S.; Ramamoorthi, R. Rendering glints on high-resolution normal-mapped specular surfaces. ACM Transactions on Graphics Vol. 33, No. 4, Article No. 116, 2014.
[4]
Cook, R. L.; Torrance, K. E. A reflectance model for computer graphics. ACM Transactions on Graphics Vol. 1, No. 1, 7-24, 1982.
[5]
Kurt, M. A survey of BSDF measurements and representations. Deu Muhendislik Fakultesi Fen Ve Muhendislik Vol. 20, No. 58, 87-102, 2018.
[6]
Kajiya, J. T. The rendering equation. ACM SIGGRAPH Computer Graphics Vol. 20, No. 4, 143-150, 1986.
[7]
Veach, E. Robust Monte Carlo methods for light transport simulation, Vol. 1610. Ph.D. Thesis. Stanford University, 1997.
[8]
Jensen, H. W. Global illumination using photon maps. In: Rendering Techniques ’96. Eurographics. Pueyo, X.; Schröder, P. Eds. Springer Vienna, 21-30, 1996.
[9]
Toksvig, M. Mipmapping normal maps. Journal of Graphics Tools Vol. 10, No. 3, 65-71, 2005.
[10]
Olano, M.; Baker, D. LEAN mapping. In: Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 181-188, 2010.
[11]
Han, C.; Sun, B.; Ramamoorthi, R.; Grinspun, E. Frequency domain normal map filtering. In: Proceedings of the ACM SIGGRAPH 2007 Papers, 28-es, 2007.
[12]
Bruneton, E.; Neyret, F. A survey of nonlinear prefiltering methods for efficient and accurate surface shading. IEEE Transactions on Visualization and Computer Graphics Vol. 18, No. 2, 242-260, 2012.
[13]
Dana, K. J.; van Ginneken, B.; Nayar, S. K.; Koenderink, J. J. Reflectance and texture of real-world surfaces. ACM Transactions on Graphics Vol. 18, No. 1, 1-34, 1999.
[14]
Suykens, F.; Berge, K.; Lagae, A.; Dutre, P. Interactive rendering with bidirectional texture functions. Computer Graphics Forum Vol. 22, No. 3, 463-472, 2003.
[15]
Ma, W. C.; Chao, S. H.; Tseng, Y. T.; Chuang, Y. Y.; Chang, C. F.; Chen, B. Y.; Ouhyoung, M. Level-of-detail representation of bidirectional texture functions for real-time rendering. In: Proceedings of the Symposium on Interactive 3D Graphics and Games, 187-194, 2005.
[16]
Neyret, F. Modeling, animating, and rendering complex scenes using volumetric textures. IEEE Transactions on Visualization and Computer Graphics Vol. 4, No. 1, 55-70, 1998.
[17]
Heitz, E.; Dupuy, J.; Crassin, C.; Dachsbacher, C. The SGGX microflake distribution. ACM Transactions on Graphics Vol. 34, No. 4, Article No. 48, 2015.
[18]
Fournier, A. Normal distribution functions and multiple surfaces. In: Proceedings of the Graphics Interface ’92 Workshop on Local Illumination, 45-52, 1992.
[19]
Phong, B. T. Illumination for computer generated pictures. Communications of the ACM Vol. 18, No. 6, 311-317, 1975.
[20]
Tan, P.; Lin, S.; Quan, L.; Guo, B.; Shum, H.-Y. Multiresolution reflectance filtering. In: Eurographics Symposium on Rendering (2005). Bala, K.; Dutre, P. Eds. The Eurographics Association, 111-116, 2005.
[21]
Tan, P.; Lin, S.; Quan, L.; Guo, B. N.; Shum, H. Filtering and rendering of resolution-dependent reflectance models. IEEE Transactions on Visualization and Computer Graphics Vol. 14, No. 2, 412-425, 2008.
[22]
Wu, H. Z.; Dorsey, J.; Rushmeier, H. Characteristic point maps. Computer Graphics Forum Vol. 28, No. 4, 1227-1236, 2009.
[23]
Wu, H. Z.; Dorsey, J.; Rushmeier, H. Physically-based interactive bi-scale material design. ACM Transactions on Graphics Vol. 30, No. 6, 1-10, 2011.
[24]
Cignoni, P.; Montani, C.; Rocchini, C.; Scopigno, R. A general method for preserving attribute values on simplified meshes. In: Proceedings of the Visualization ’98, 59-66, 1998.
[25]
Wang, B. B.; Deng, H.; Holzschuch, N. Real-time glints rendering with pre-filtered discrete stochastic microfacets. Computer Graphics Forum Vol. 39, No. 6, 144-154, 2020.
[26]
Zhu, J. Q.; Xu, Y. N.; Wang, L. A stationary SVBRDF material modeling method based on discrete microsurface. Computer Graphics Forum Vol. 38, No. 7, 745-754, 2019.
[27]
Chermain, X.; Claux, F.; Mérillou, S. Glint rendering based on a multiple-scattering patch BRDF. Computer Graphics Forum Vol. 38, No. 4, 27-37, 2019.
[28]
Gamboa, L. E.; Guertin, J. P.; Nowrouzezahrai, D. Scalable appearance filtering for complex lighting effects. ACM Transactions on Graphics Vol. 37, No. 6, Article No. 277, 2018.
[29]
Atanasov, A.; Wilkie, A.; Koylazov, V.; Křivánek, J. A multiscale microfacet model based on inverse Bin mapping. Computer Graphics Forum Vol. 40, No. 2, 103-113, 2021.
[30]
Tessendorf, J. Simulating ocean water. In: Proceedings of the SIGGRAPH’99 Course Note, 2001.
[31]
Efros, A. A.; Freeman, W. T. Image quilting for texture synthesis and transfer. In: Proceedings of the 28th Annual Conference on Computer Graphics and Interactive Techniques, 341-346, 2001.
[32]
Efros, A. A.; Leung, T. K. Texture synthesis by non-parametric sampling. In: Proceedings of the 7th IEEE International Conference on Computer Vision, 1033-1038, 1999.
[33]
Heitz, E.; Neyret, F. High-performance by-example noise using a histogram-preserving blending operator. Proceedings of the ACM on Computer Graphics and Interactive Techniques Vol. 1, No. 2, Article No. 31, 2018.
[34]
Cohen, M. F.; Shade, J.; Hiller, S.; Deussen, O. Wang Tiles for image and texture generation. ACM Transactions on Graphics Vol. 22, No. 3, 287-294, 2003.
[35]
Wang, H. Proving theorems by pattern recognition - II. Bell System Technical Journal Vol. 40, No. 1, 1-41, 1961.
[36]
Jakob, W.; Hašan, M.; Yan, L. Q.; Lawrence, J.; Ramamoorthi, R.; Marschner, S. Discrete stochastic microfacet models. ACM Transactions on Graphics Vol. 33, No. 4, Article No. 115, 2014.
[37]
Zirr, T.; Kaplanyan, A. S. Real-time rendering of procedural multiscale materials. In: Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 139-148, 2016.
[38]
Raymond, B.; Guennebaud, G.; Barla, P. Multi-scale rendering of scratched materials using a structured SV-BRDF model. ACM Transactions on Graphics Vol. 35, No. 4, Article No. 57, 2016.
[39]
Perlin, K. An image synthesizer. ACM SIGGRAPH Computer Graphics Vol. 19, No. 3, 287-296, 1985.
[40]
Lagae, A.; Lefebvre, S.; Drettakis, G.; Dutré, P. Procedural noise using sparse Gabor convolution. ACM Transactions on Graphics Vol. 28, No. 3, Article No. 54, 2009.
[41]
Galerne, B.; Leclaire, A.; Moisan, L. Texton noise.Computer Graphics Forum Vol. 36, No. 8, 205-218, 2017.
[42]
Guo, Y.; Hašan, M.; Yan, L.; Zhao, S. A Bayesian inference framework for procedural material parameter estimation. Computer Graphics Forum Vol. 39, No. 7, 255-266, 2020.
[43]
Ershov, S.; Kolchin, K.; Myszkowski, K. Rendering pearlescent appearance based on paint-composition modelling. Computer Graphics Forum Vol. 20, No. 3, 227-238, 2001.
[44]
Ďurikovič, R.; Martens, W. L. Simulation of sparkling and depth effect in paints. In: Proceedings of the 19th Spring Conference on Computer Graphics, 193-198, 2003.
[45]
Günther, J.; Chen, T.; Goesele, M.; Wald, I.; Seidel, H.-P. Efficient acquisition and realistic rendering of car paint. In: Vision, Modeling, and Visualization, Vol. 5. Akademische Verlagsgesellschaft Aka, 487-494, 2005.
[46]
Wang, B. B.; Hašan, M.; Holzschuch, N.; Yan, L. Q. Example-based microstructure rendering with constant storage. ACM Transactions on Graphics Vol. 39, No. 5, Article No. 162, 2020.
[47]
Turquin, E. Practical multiple scattering compensation for microfacet models. 2019. Available at https://blog.selfshadow.com/publications/turquin/ms_comp_nal.pdf.
[48]
Deng, H.; Liu, Y.; Wang, B. B.; Yang, J.; Ma, L.; Holzschuch, N.; Yan, L.-Q. Constant-cost spatio-angular prefiltering of glinty appearance using tensor decomposition. ACM Transactions on Graphics Vol. 41, No. 2, Article No. 22, 2022.
[49]
Jakob, W. Mitsuba renderer. 2010. Available at https://www.mitsuba-renderer.org/.
[50]
Harvey, J. E. Fourier treatment of near-field scalar diffraction theory. American Journal of Physics Vol. 47, No. 11, 974-980, 1979.
[51]
Krywonos, A. Predicting surface scatter using a linear systems formulation of non-paraxial scalar diffraction. Ph.D. Thesis. University of Central Florida, 2006.
[52]
Mityashev, B. I. The scattering of electromagnetic waves from rough surfaces: P. Beckman and A. Spizzichino, Oxford—London—New York—Paris, Pergamon Press, 1963, VIII + 503 pp., ill., 5 d. 5 sh. USSR Computational Mathematics and Mathematical Physics Vol. 4, No. 6, 247-249, 1964.
[53]
Ogilvy, J. A.; Merklinger, H. M. Theory of wave scattering from random rough surfaces. The Journal of the Acoustical Society of America Vol. 90, No. 6, 3382, 1991.
[54]
Werner, S.; Velinov, Z.; Jakob, W.; Hullin, M. B. Scratch iridescence: Wave-optical rendering of diffractive surface structure. ACM Transactions on Graphics Vol. 36, No. 6, Article No. 207, 2017.
[55]
Velinov, Z.; Werner, S.; Hullin, M. B. Real-time rendering of wave-optical effects on scratched surfaces. Computer Graphics Forum Vol. 37, No. 2, 123-134, 2018.
[56]
Guo, J.; Chen, Y. J.; Guo, Y. W.; Pan, J. G. A physically-based appearance model for special effect pigments. Computer Graphics Forum Vol. 37, No. 4, 67-76, 2018.
[57]
Yan, L. Q.; Hašan, M.; Walter, B.; Marschner, S.; Ramamoorthi, R. Rendering specular microgeometry with wave optics. ACM Transactions on Graphics Vol. 37, No. 4, Article No. 75, 2018.
[58]
Chandraker, M. On shape and material recovery from motion. In: Computer Vision - ECCV 2014. Lecture Notes in Computer Science, Vol. 8695. Fleet, D.; Pajdla, T.; Schiele, B.; Tuytelaars, T. Eds. Springer Cham, 202-217, 2014.
[59]
Hui, Z.; Sankaranarayanan, A. C. A dictionary-based approach for estimating shape and spatially-varying reflectance. In: Proceedings of the IEEE International Conference on Computational Photography, 1-9, 2015.
[60]
Riviere, J.; Peers, P.; Ghosh, A. Mobile surface reflectometry. Computer Graphics Forum Vol. 35, No. 1, 191-202, 2016.
[61]
Hui, Z.; Sunkavalli, K.; Lee, J. Y.; Hadap, S.; Wang, J.; Sankaranarayanan, A. C. Reflectance capture using univariate sampling of BRDFs. In: Proceedings of the IEEE International Conference on Computer Vision, 5372-5380, 2017.
[62]
Li, X.; Dong, Y.; Peers, P.; Tong, X. Modeling surface appearance from a single photograph using self-augmented convolutional neural networks. ACM Transactions on Graphics Vol. 36, No. 4, Article No. 45, 2017.
[63]
Li, Z.; Sunkavalli, K.; Chandraker, M. Materials for masses: SVBRDF acquisition with a single mobile phone image. In: Computer Vision - ECCV 2018. Lecture Notes in Computer Science, Vol. 11207. Ferrari, V.; Hebert, M.; Sminchisescu, C.; Weiss, Y. Eds. Springer Cham, 74-90, 2018.
[64]
Gao, D.; Li, X.; Dong, Y.; Peers, P.; Xu, K.; Tong, X. Deep inverse rendering for high-resolution SVBRDF estimation from an arbitrary number of images. ACM Transactions on Graphics Vol. 38, No. 4, Article No. 134, 2019.
[65]
Nam, G.; Lee, J. H.; Wu, H. Z.; Gutierrez, D.; Kim, M. H. Simultaneous acquisition of microscale reflectance and normals. ACM Transactions on Graphics Vol. 35, No. 6, Article No. 185, 2016.
[66]
Kuznetsov, A.; Hašan, M.; Xu, Z. X.; Yan, L. Q.; Walter, B.; Kalantari, N. K.; Marschner, S.; Ramamoorthi, R. Learning generative models for rendering specular microgeometry. ACM Transactions on Graphics Vol. 38, No. 6, Article No. 225, 2019.
[67]
Chermain, X.; Sauvage, B.; Dischler, J. M.; Dachsbacher, C. Procedural physically based BRDF for real-time rendering of glints. Computer Graphics Forum Vol. 39, No. 7, 243-253, 2020.
[68]
Chermain, X.; Lucas, S.; Sauvage, B.; Dischler, J. M.; Dachsbacher, C. Real-time geometric glint anti-aliasing with normal map filtering. Proceedings of the ACM on Computer Graphics and Interactive Techniques Vol. 4, No. 1, Article No. 1, 2021.
Computational Visual Media
Pages 535-552
Cite this article:
Zhu J, Zhao S, Xu Y, et al. Recent advances in glinty appearance rendering. Computational Visual Media, 2022, 8(4): 535-552. https://doi.org/10.1007/s41095-022-0280-x

1197

Views

53

Downloads

5

Crossref

2

Web of Science

6

Scopus

0

CSCD

Altmetrics

Received: 29 December 2021
Accepted: 28 February 2022
Published: 16 May 2022
© The Author(s) 2022.

Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduc-tion in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made.

The images or other third party material in this article are included in the article’s Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder.

To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/.

Other papers from this open access journal are available free of charge from http://www.springer.com/journal/41095. To submit a manuscript, please go to https://www. editorialmanager.com/cvmj.

Return