Gamasutra

Scratching the Surface

Thursday, 28 July, 3:45 pm - 5:15 pm, Anaheim Convention Center, Ballroom B

Estimating Local Beckmann Roughness for Complex BSDFs

Material reflectance in illumination simulation is usually approximated with Gaussians, computed globally. Replacing these with locally computed approximations improves the efficiency of many light-transport algorithms.

Nicolas Holzschuch
INRIA Grenoble, LJK-CNRS, Grenoble University

Anton Kaplanyan
NVIDIA Research

Johannes Hannika
Karlsruher Institut für Technologie

Carsten Dachsbacher
Karlsruher Institut für Technologie

A Practical Stochastic Algorithm for Rendering Mirror-Like Flakes

A new fast and memory-efficient stochastic algorithm for rendering a large number of mirror-like flakes that efficiently implements optimal importance sampling for wide and heavy-tailed microfacet distributions, handles geometry without texture coordinates, and is blended with the corresponding smooth microfacet BRDF with distance.

Asen Atanasov
Chaos Group

Vladimir Koylazov
Chaos Group

Practical Analytic 2D Signed-Distance Field Generation

How high-quality signed-distance fields can be analytically generated directly from vector paths with better performance than existing rasterization methods.

Wasim Abbas
ARM Ltd.

Chris Doran
ARM Ltd.

GI Next: Global Illumination for Production Rendering on GPUs

GI Next enables and accelerates global-illumination simulation for production rendering on GPUs in a scalable manner, without having to port shader code to GPUs and without major changes in the renderer's architecture.

Enzo Catalano
NVIDIA Corporation

Rajko Yasui-Schöffel
NVIDIA Corporation

Ken Dahm
NVIDIA Corporation

Nikolaus Binder
NVIDIA Corporation

Alexander Keller
NVIDIA Corporation