“Temporal and Spatial Anti-Aliasing for Rendering Reflection on a Water Surface” by Podee, Iwasaki, Max and Dobashi

  • ©Namo Podee, Kei Iwasaki, Nelson L. Max, and Yoshinori Dobashi

  • ©Namo Podee, Kei Iwasaki, Nelson L. Max, and Yoshinori Dobashi

Conference:


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Entry Number: 50

Title:

    Temporal and Spatial Anti-Aliasing for Rendering Reflection on a Water Surface

Presenter(s)/Author(s):



Abstract:


    The ocean surface is highly dynamic. It moves rapidly and thus its shading changes rapidly as well. Usually, this doesn’t pose any problems if the shading is smooth. However, for a surface that has a strong highlight or bright reflection moving rapidly, it causes an inaccurate and unnatural flickering. In the traditional rendering algorithms, each frame is rendered independently at a discrete time, resulting in serious temporal aliasing artifacts. Particularly, for a wavy water surface, reflection vectors may not hit the light source even though they actually hit for part of the frame time. Removing such aliasing in real-time is an active research area and many methods have been proposed [Jimenez et al. 2011]. They can improve the fidelity and efficiency of the rendering method. However, their focus is on spatial anti-aliasing and most of them do not address the temporal aliasing problem, particularly the one observed in rendering a reflected image of a light source on the
    water surface.

    In this paper, we present a method that can remove the spatial and temporal aliasing simultaneously. The basic idea is to compute the intersection of the light source with a plane formed by two reflection vectors for neighboring frames. This provides us with a fraction of time when the light source is visible on the water surface. We combine this idea with a traditional spatial anti-aliasing method.

References:


    • Jorge Jimenez, Diego Gutierrez, Jason Yang, Alexander Reshetov, Pete Demoreuille, To bias Berghoff, Cedric Perthuis, Henry Yu, Morgan McGuire, Timothy Lottes, Hugh Malan, Emil Persson, Dmitry Andreev, and Tiago Sousa. 2011. Filtering Approaches for Real-time Anti-aliasing. In ACM SIGGRAPH 2011 Courses (SIGGRAPH ’11). ACM, New York, NY, USA, Article 6, 329 pages. https://doi.org/10.1145/2037636.2037642
    • Alan Norton, Alyn P. Rockwood, and Philip T. Skolmoski. 1982. Clamping: A Method of Antialiasing Textured Surfaces by Bandwidth Limiting in Object Space. In Proceedings of ACM SIGGRAPH 1982. 1–8.
    • Marc Olano and Dan Baker. 2010. LEAN Mapping. In Proceedings of the 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games. 181–188.
    • Matthias Zwicker, Hanspeter Pfister, Jeroen van Baar, and Markus Gross. 2001. EWA Volume Splatting. In Proceedings of the Conference on Visualization ’01. 29–36.

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Acknowledgements:


    This work was supported by JSPS KAKENHI Grant Number JP15H05924.


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