The paper "Procedural Physically based BRDF for Real-Time Rendering of Glints" is available here:

http://igg.unistra.fr/People/chermain...

**Youtube Link**

https://youtu.be/x2zDrSgrlYQ

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...

**Youtube Link**

https://youtu.be/x2zDrSgrlYQ

The paper "Procedural Physically based BRDF for Real-Time Rendering of Glints" is available here:

http://igg.unistra.fr/People/chermain...

https://youtu.be/x2zDrSgrlYQ

Yes! An update...

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

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

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....

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....

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?

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?

Right, but since even 1. iteration of Principled isn't fully implemented... ... LuxCore future doesn't seem bright

With Wenzel Jakob co-authoring paper, I assume examples were most likely produced using Mitsuba so implementation could be and will probably be studied.

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 planeSharlybg wrote: ↑Sun Jun 20, 2021 3:04 pmThat 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.