“Bringing an Accurate Fresnel to Real-Time Rendering: a Preintegrable Decomposition” by Belcour, Bati and Barla

  • ©Laurent Belcour, Mégane Bati, and Pascal Barla

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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.


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©Laurent Belcour, Mégane Bati, and Pascal Barla ©Laurent Belcour, Mégane Bati, and Pascal Barla

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.


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