Evaluating and Sampling Glinty NDFs in Constant Time

Geometric features between the micro and macro scales produce an expressive 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, designed to efficiently find the facets most likely to cause a highlight. The facets' normals are generated to match a given micro-facet normal distribution such as Trowbridge-Reitz (GGX) or Beckmann, to which our model converges under increasing surface area. Our method is simple to implement, 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.

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Publication Details

Journal
ACM Transactions on Graphics
Published
2025-12-01
DOI
https://doi.org/10.1145/3763282
Primary Topic
Computer Graphics and Visualization Techniques
Type
article
Field-Weighted Citation Impact
0.00
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article

Evaluating and Sampling Glinty NDFs in Constant Time

Loïs Paulin, Jean‐Marc Thiery, Théo Thonat, Tamy Boubekeur et al.
ACM Transactions on Graphics
Computer Graphics and Visualization Techniques
article

Evaluating and Sampling Glinty NDFs in Constant Time

Loïs Paulin, Jean‐Marc Thiery, Théo Thonat, Tamy Boubekeur, Jaakko Lehtinen, Pauli Kemppinen
article en

Abstract

Geometric features between the micro and macro scales produce an expressive 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, designed to efficiently find the facets most likely to cause a highlight. The facets' normals are generated to match a given micro-facet normal distribution such as Trowbridge-Reitz (GGX) or Beckmann, to which our model converges under increasing surface area. Our method is simple to implement, 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.

ACM Transactions on GraphicsVol. 44(6)
Nvidia (United Kingdom) (GB), Adobe Systems (United States) (US), MSD (Finland) (FI), Aalto University (FI)
Openalex Percentile: Top 41%
Computer Graphics and Visualization Techniques
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