Journal of IIEEJ, Vol.32, No.4, pp. 336-345, 2003-7 (in Japanese)
"A Real-Time Glare Rendering Technique Taking into Account Surface Reflection
by Masanori Kakimoto, Y. Mukai, T. Haga, T. Nishita, T. Naemura, H. Harashima
This paper proposes a novel glare generating method to render reflected
light due to a strong light source on the surface of high-shininess objects.
Phongfs reflection model, which OpenGL adopts, is physically inexact when
the brightness of the center of highlight exceeds maximum intensity. Higher
reflection exponent (shininess) value, which should result in sharper highlight,
only causes smaller highlight with the brightness unchanged. This makes the
highlight look even darker. To solve this issue, we present a new glare generation
model with a light energy preserving reflection model. By calculating more
physically-correct high intensity reflection than Phongfs model, the glare
model produces realistic images which more plausibly represent the shininess
of each object. An implementation of the glare model is done with OpenGL,
which enables real-time rendering and flexible control of the glare shape.
glare, specular reflection, environment mapping, highlight, shininess