Rectangle-based Approximation for Rendering Glossy Interreflections
Chunbiao Guo

TL;DR
This paper presents a real-time, rectangle-based approximation method for rendering glossy interreflections that is efficient and suitable for mobile and VR platforms, using geometry proxies and spherical Gaussians.
Contribution
It introduces a novel approximation technique for glossy interreflections using rectangle proxies and a sampling disk, optimized for forward rendering pipelines.
Findings
Efficient approximation of glossy interreflections at runtime.
Suitable for mobile and VR platforms with forward rendering.
Uses geometry proxies and spherical Gaussians for realistic reflections.
Abstract
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.
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Taxonomy
TopicsComputer Graphics and Visualization Techniques · Computational Geometry and Mesh Generation · 3D Surveying and Cultural Heritage
