  In this work, we render in real-time glittery materials caused by discrete
flakes on the surface. To achieve this, one has to count the number of flakes
reflecting the light towards the camera within every texel covered by a given
pixel footprint. To do so, we derive a counting method for arbitrary footprints
that, unlike previous work, outputs the correct statistics. We combine this
counting method with an anisotropic parameterization of the texture space that
reduces the number of texels falling under a pixel footprint. This allows our
method to run with both stable performance and 1.5X to 5X faster than the
state-of-the-art.
