“Bringing an Accurate Fresnel to Real-Time Rendering: a Preintegrable Decomposition” by Belcour, Bati and Barla
Conference:
Type(s):
Entry Number: 76
Title:
- Bringing an Accurate Fresnel to Real-Time Rendering: a Preintegrable Decomposition
Presenter(s)/Author(s):
Abstract:
We introduce a new approximate Fresnel reflectance model that enables the accurate reproduction of ground-truth reflectance in real-time rendering engines. Our method is based on an empirical decomposition of the space of possible Fresnel curves. It is compatible with the preintegration of image-based lighting and area lights used in real-time engines. Our work permits to use a reflectance parametrization [Gulbrandsen 2014] that was previously restricted to offline rendering.
References:
Iliyan Georgiev, Jamie Portsmouth, Zap Andersson, Adrien Herubel, Alan King, Shinji Ogaki, and Frederic Servant. 2019. Arnold’s Uber Shader. https://autodesk.github. io/standard-surface/#closures/metal.
Ole Gulbrandsen. 2014. Artist Friendly Metallic Fresnel. Journal of Computer Graphics Techniques (JCGT) 3, 4 (9 December 2014), 64–72.
Brian Karis. 2013. Real Shading in Unreal Engine 4. In Physically Based Shading in Theory and Practice – SIGGRAPH Courses.
Sebastien Lagarde and Charles De Rousiers. 2014. Moving Frostbite to PBR. In SIG- GRAPH Course – Physically Based Shading Theory Practice.
Christophe Schlick. 1994. An inexpensive BRDF model for physically-based rendering. In Computer graphics forum, Vol. 13. Wiley Online Library, 233–246.
Additional Images:
Acknowledgements:
The authors thank Thomas Deliot for implementing the method in the Unity engine and Kenneth Vanhoey, Jonathan Dupuy and Eric Heitz for proof-reading.