Beautiful Glitter Simulation…Faster Than Real Time! ✨

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Sharlybg
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Beautiful Glitter Simulation…Faster Than Real Time! ✨

Post by Sharlybg » Sat May 22, 2021 3:39 pm

Another wonderfull 2 minutes paper release that can push carpaint cloth jewelery and more to the next level :

📝 The paper "Procedural Physically based BRDF for Real-Time Rendering of Glints" is available here:
http://igg.unistra.fr/People/chermain...
Glint.jpg
Glint1.jpg
Youtube Link

https://youtu.be/x2zDrSgrlYQ
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kintuX
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Glitter Simulation, Now Faster Than Ever! ✨

Post by kintuX » Sat Jun 19, 2021 11:20 pm

Yes! An update...

Glitter Simulation, Now Faster Than Ever! ✨@ Two minute papers YT channel

Slope-Space Integrals for Specular Next Event Estimation (paper & resources)

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Sharlybg
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Re: Beautiful Glitter Simulation…Faster Than Real Time! ✨

Post by Sharlybg » Sun Jun 20, 2021 10:30 am

This is very interessting as it can solve the need for a cache to compute SDS caustics.
Also it can speed up interior with lot of reflective surfaces.
And carpaint glittering could be achieveable now.
Hum I like it. Now it depend on how well the paper is wrote and how hard the method is to implement.... :roll:
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Re: Beautiful Glitter Simulation…Faster Than Real Time! ✨

Post by kintuX » Sun Jun 20, 2021 11:14 am

Yup, bye-bye caches & excessive pre-computing.
In come animation w/o glittery flickering.
GGX Integral is provided, but LuxCore is lacking features.
So, it's more of a question when Cycles (and/or others - RPR, redshift, octane...) get this, what's there left for LuXcore?

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Dade
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Re: Beautiful Glitter Simulation…Faster Than Real Time! ✨

Post by Dade » Sun Jun 20, 2021 11:21 am

Actually, LuxCore has GGX in Disney material.
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Re: Beautiful Glitter Simulation…Faster Than Real Time! ✨

Post by kintuX » Sun Jun 20, 2021 11:49 am

Dade wrote:
Sun Jun 20, 2021 11:21 am
Actually, LuxCore has GGX in Disney material.
Right, but since even 1. iteration of Principled isn't fully implemented... :( ... LuxCore future doesn't seem bright

Sharlybg wrote:
Sun Jun 20, 2021 10:30 am
Now it depend on how well the paper is wrote and how hard the method is to implement.... :roll:
With Wenzel Jakob co-authoring paper, I assume examples were most likely produced using Mitsuba so implementation could be and will probably be studied. :)

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Re: Beautiful Glitter Simulation…Faster Than Real Time! ✨

Post by Dade » Sun Jun 20, 2021 12:30 pm

Emm, you should read the paper ... the idea has couple of limits ... really :roll:
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Re: Beautiful Glitter Simulation…Faster Than Real Time! ✨

Post by Sharlybg » Sun Jun 20, 2021 3:04 pm

Dade wrote:
Sun Jun 20, 2021 12:30 pm
Emm, you should read the paper ... the idea has couple of limits ... really :roll:
That one , do they mean specular to specular path (if that make any sense ) ?
The main limitation of our method is its restriction to
specular chains with a single vertex, hence other strategies remain
necessary to handle specular transport with multiple interactions.
Addressing this significantly more challenging case is an important
topic for future work.
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Re: Beautiful Glitter Simulation…Faster Than Real Time! ✨

Post by Dade » Sun Jun 20, 2021 10:49 pm

Sharlybg wrote:
Sun Jun 20, 2021 3:04 pm
Dade wrote:
Sun Jun 20, 2021 12:30 pm
Emm, you should read the paper ... the idea has couple of limits ... really :roll:
That one , do they mean specular to specular path (if that make any sense ) ?
The main limitation of our method is its restriction to
specular chains with a single vertex, hence other strategies remain
necessary to handle specular transport with multiple interactions.
Addressing this significantly more challenging case is an important
topic for future work.
Yes, among other things, it is not able to render the caustic of a sphere (2x specular intersections) over a plane :!:
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