Specular BRDF rendering traditionally approximates surface microstructure using a smooth normal distribution, but this ignores glinty effects, easily observable in the real world. While modeling the actual surface microstructure is possible, the resulting rendering problem is prohibitively expensive. Recently, Yan et al. [2014] and Jakob et al. [2014] made progress on this problem, but their approaches are still expensive and lack full generality in their material and illumination support. We introduce an efficient and general method that can be easily integrated in a standard rendering system. We treat a specular surface as a four-dimensional  position-normal distribution , and fit this distribution using millions of 4D Gaussians, which we call  elements.  This leads to closed-form solutions to the required BRDF evaluation and sampling queries, enabling the first practical solution to rendering specular microstructure.
['Ling-Qi Yan', 'Miloš Hašan', 'Steve Marschner', 'Ravi Ramamoorthi']
Position-normal distributions for efficient rendering of specular microstructure