Physically-Based Real-Time Lens Flare Rendering (SIGGRAPH 2011)

I’ve always been an ultra nerd when it comes to digital representations of any physical phenomenon, particularly optics and things involving light/surfaces/rendering. I’ve also got a bit of a rep for having ‘laser eyes’ and spotting teeny visual problems things that often maybe I shouldn’t Lens flares are pretty much cliché #1 in computer graphics, so when this paper popped up from SIGGRAPH (which I haven’t attended now in 6 years), I was slightly surprised and, I’ll admit it, skeptical.

The maths of the refraction behind their calculations and the visual result more than satisfy my penchant for realism, if this tech is marketable as a plug-in compatible with mainstream VFX/motion graphics apps from After Effects up to Nuke, Smoke etc, and maybe even streamlined into console compatible middleware, I think they’re onto a winner.

Physically-Based Real-Time Lens Flare Rendering (SIGGRAPH 2011 Paper) from Matthias Hullin on Vimeo.

 

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