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This study introduces an approximation for rendering one bounce glossy interreflection in real time. The solution is based on the most representative point (MRP) and extends to a sampling disk near the MRP. Our algorithm represents geometry as rectangle proxies and specular reflections using a spherical Gaussian. The reflected radiance from the disk was efficiently approximated by selecting a representative attenuation axis in the sampling disk. We provide an efficient approximation of the glossy interreflection and can efficiently perform the approximation at runtime. Our method uses forward rendering (without using GBuffer), which is more suitable for platforms that favor forward rendering, such as mobile applications and virtual reality.
We consider the scattering of light in participating media composed of sparsely and randomly distributed discrete particles. The particle size is expected to range from the scale of the wavelength to the scale several orders of magnitude greater than
Realistic image synthesis involves computing high-dimensional light transport integrals which in practice are numerically estimated using Monte Carlo integration. The error of this estimation manifests itself in the image as visually displeasing alia
Real-time rendering and animation of humans is a core function in games, movies, and telepresence applications. Existing methods have a number of drawbacks we aim to address with our work. Triangle meshes have difficulty modeling thin structures like
Image metrics predict the perceived per-pixel difference between a reference image and its degraded (e. g., re-rendered) version. In several important applications, the reference image is not available and image metrics cannot be applied. We devise a
We propose a method to realistically insert synthetic objects into existing photographs without requiring access to the scene or any additional scene measurements. With a single image and a small amount of annotation, our method creates a physical mo