Anisotropic Specular Image‐Based Lighting Based on BRDF Major Axis Sampling

Abstract Anisotropic specular appearances are ubiquitous in the environment: brushed stainless steel pans, kettles, elevator walls, fur, or scratched plastics. Real‐time rendering of these materials with image‐based lighting is challenging due to the complex shape of the bidirectional reflectance distribution function (BRDF). We propose an anisotropic specular image‐based lighting method that can serve as a drop‐in replacement for the standard bent normal technique [Rev11]. Our method yields more realistic results with a 50% increase in computation time of the previous technique, using the same high dynamic range (HDR) preintegrated environment image. We use several environment samples positioned along the major axis of the specular microfacet BRDF. We derive an analytic formula to determine the two closest and two farthest points from the reflected direction on an approximation of the BRDF confidence region boundary. The two farthest points define the BRDF major axis, while the two closest points are used to approximate the BRDF width. The environment level of detail is derived from the BRDF width and the distance between the samples. We extensively compare our method with the bent normal technique and the ground truth using the GGX specular BRDF.

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Publication Details

Journal
Computer Graphics Forum
Published
2024-10-01
DOI
https://doi.org/10.1111/cgf.15233
Primary Topic
Computer Graphics and Visualization Techniques
Type
article
Field-Weighted Citation Impact
0.00

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article

Anisotropic Specular Image‐Based Lighting Based on BRDF Major Axis Sampling

Xavier Chermain, Cédric Zanni, G. Di Cocco
Computer Graphics Forum
Computer Graphics and Visualization Techniques
article

Anisotropic Specular Image‐Based Lighting Based on BRDF Major Axis Sampling

Xavier Chermain, Cédric Zanni, G. Di Cocco
article en

Abstract

Abstract Anisotropic specular appearances are ubiquitous in the environment: brushed stainless steel pans, kettles, elevator walls, fur, or scratched plastics. Real‐time rendering of these materials with image‐based lighting is challenging due to the complex shape of the bidirectional reflectance distribution function (BRDF). We propose an anisotropic specular image‐based lighting method that can serve as a drop‐in replacement for the standard bent normal technique [Rev11]. Our method yields more realistic results with a 50% increase in computation time of the previous technique, using the same high dynamic range (HDR) preintegrated environment image. We use several environment samples positioned along the major axis of the specular microfacet BRDF. We derive an analytic formula to determine the two closest and two farthest points from the reflected direction on an approximation of the BRDF confidence region boundary. The two farthest points define the BRDF major axis, while the two closest points are used to approximate the BRDF width. The environment level of detail is derived from the BRDF width and the distance between the samples. We extensively compare our method with the bent normal technique and the ground truth using the GGX specular BRDF.

Computer Graphics ForumVol. 43(7)
Centre National de la Recherche Scientifique (FR), University of Milan (IT), Laboratoire Lorrain de Recherche en Informatique et ses Applications (FR), Université de Lorraine (FR)
Agence Nationale de la Recherche
Sustainable cities and communities
Openalex Percentile: Top 62%
Computer Graphics and Visualization Techniques
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Anisotropic Specular Image‐Based Lighting Based on BRDF Major Axis Sampling — Xavier Chermain, Cédric Zanni, et al. · Computer Graphics Forum (2024) | TGRS Research Map | TGRS