Geometry into Shading

Christophe Hery, Michael Kass, Junyi Ling


Sometimes, when 3D CG objects are viewed from a distance, a great deal of geometry can end up inside a single pixel. When this happens, full-sized facets, or pixels in a displacement map should play the role of traditional micro-facets. Here we describe how to alter traditional shading calculations to take this into account.

Paper (PDF)

Additional materials: [Bump2Roughness.tar.gz]

Available as Pixar Technical Memo #14-04