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A comprehensive theory of volumetric radiance estimation using photon points and beams
- ACM Transactions on Graphics
, 2011
"... We present two contributions to the area of volumetric rendering. We develop a novel, comprehensive theory of volumetric radiance estimation that leads to several new insights and includes all previously published estimates as special cases. This theory allows for estimating in-scattered radiance at ..."
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Cited by 4 (2 self)
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We present two contributions to the area of volumetric rendering. We develop a novel, comprehensive theory of volumetric radiance estimation that leads to several new insights and includes all previously published estimates as special cases. This theory allows for estimating in-scattered radiance at a point, or accumulated radiance along a camera ray, with the standard photon particle representation used in previous work. Furthermore, we generalize these operations to include a more compact, and more expressive intermediate representation of lighting in participating media, which we call “photon beams. ” The combination of these representations and their respective query operations results in a collection of nine distinct volumetric radiance estimates. Our second contribution is a more efficient rendering method for participating media based on photon beams. Even when shooting and storing less photons and using less computation time, our method significantly reduces both bias (blur) and variance in volumetric radiance estimation. This enables us to render sharp lighting details (e.g. volume caustics) using just tens of thousands of photon beams, instead of the millions to billions of photon points required with previous methods.
Line Space Gathering for Single Scattering in Large Scenes
"... We present an efficient technique to render single scattering in large scenes with reflective and refractive objects and homogeneous participating media. Efficiency is obtained by evaluating the final radiance along a viewing ray directly from the lighting rays passing near to it, and by rapidly ide ..."
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Cited by 3 (0 self)
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We present an efficient technique to render single scattering in large scenes with reflective and refractive objects and homogeneous participating media. Efficiency is obtained by evaluating the final radiance along a viewing ray directly from the lighting rays passing near to it, and by rapidly identifying such lighting rays in the scene. To facilitate the search for nearby lighting rays, we convert lighting rays and viewing rays into 6D points and planes according to their Plücker coordinates and coefficients, respectively. In this 6D line space, the problem of closest lines search becomes one of closest points to a plane query, which we significantly accelerate using a spatial hierarchy of the 6D points. This approach to lighting ray gathering supports complex light paths with multiple reflections and refractions, and avoids the use of a volume representation, which is expensive for large-scale scenes. This method also utilizes far fewer lighting rays than the number of photons needed in traditional volumetric photon mapping, and does not discretize viewing rays into numerous steps for ray marching. With this approach, results similar to volumetric photon mapping are obtained efficiently in terms of both storage and computation.
Real-time Rendering of Heterogeneous Translucent Objects with Arbitrary Shapes
"... Figure 1: Rendering results at 22 frames per-second of the Stanford Thai Statue (157 K triangles) with our system. We present a real-time algorithm for rendering translucent objects of arbitrary shapes. We approximate the scattering of light inside the objects using the diffusion equation, which we ..."
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Cited by 3 (1 self)
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Figure 1: Rendering results at 22 frames per-second of the Stanford Thai Statue (157 K triangles) with our system. We present a real-time algorithm for rendering translucent objects of arbitrary shapes. We approximate the scattering of light inside the objects using the diffusion equation, which we solve on-the-fly using the GPU. Our algorithm is general enough to handle arbitrary geometry, heterogeneous materials, deformable objects and modifications of lighting, all in real-time. In a pre-processing step, we discretize the object into a regular 4-connected structure (QuadGraph). Due to its regular connectivity, this structure is easily packed into a texture and stored on the GPU. At runtime, we use the QuadGraph stored on the GPU to solve the diffusion equation, in real-time, taking into account the varying input conditions: Incoming light, object material and geometry. We handle deformable objects, provided the deformation does not change the topological structure of the objects. 1.
A Programmable System for Artistic Volumetric Lighting
"... Figure 1: Our system was used to author artistic volumetric effects for the movie Tangled. Our technique’s ability to produce curving light beams is used to match the organic artistic style of the film. We present a method for generating art-directable volumetric effects, ranging from physically-acc ..."
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Cited by 1 (1 self)
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Figure 1: Our system was used to author artistic volumetric effects for the movie Tangled. Our technique’s ability to produce curving light beams is used to match the organic artistic style of the film. We present a method for generating art-directable volumetric effects, ranging from physically-accurate to non-physical results. Our system mimics the way experienced artists think about volumetric effects by using an intuitive lighting primitive, and decoupling the modeling and shading of this primitive. To accomplish this, we generalize the physically-based photon beams method to allow arbitrarily programmable simulation and shading phases. This provides an intuitive design space for artists to rapidly explore a wide range of physically-based as well as plausible, but exaggerated, volumetric effects. We integrate our approach into a real-world production pipeline and couple our volumetric effects to surface shading.
Goal-based Caustics
"... We propose a novel system for designing and manufacturing surfaces that produce desired caustic images when illuminated by a light source. Our system is based on a nonnegative image decomposition using a set of possibly overlapping anisotropic Gaussian kernels. We utilize this decomposition to const ..."
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Cited by 1 (0 self)
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We propose a novel system for designing and manufacturing surfaces that produce desired caustic images when illuminated by a light source. Our system is based on a nonnegative image decomposition using a set of possibly overlapping anisotropic Gaussian kernels. We utilize this decomposition to construct an array of continuous surface patches, each of which focuses light onto one of the Gaussian kernels, either through refraction or reflection. We show how to derive the shape of each continuous patch and arrange them by performing a discrete assignment of patches to kernels in the desired caustic. Our decomposition provides for high fidelity reconstruction of natural images using a small collection of patches. We demonstrate our approach on a wide variety of caustic images by manufacturing physical surfaces with a small number of patches. Categories and Subject Descriptors (according to ACM CCS): Generation—Line and curve generation
A Parallel Architecture for Interactive Rendering of Scattering and Refraction Effects
"... Abstract—We present a new algorithm for the interactive rendering of complex lighting effects inside heterogeneous materials. Our approach combines accurate tracing of light rays in heterogeneous refractive medium to compute high frequency phenomena, with a lattice-Boltzmann method to account for lo ..."
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Abstract—We present a new algorithm for the interactive rendering of complex lighting effects inside heterogeneous materials. Our approach combines accurate tracing of light rays in heterogeneous refractive medium to compute high frequency phenomena, with a lattice-Boltzmann method to account for lowfrequency multiple scattering effects. The presented technique is designed for parallel execution of these two algorithms on modern graphics hardware. In our solution, light marches from the sources into the medium, taking into account refraction, scattering and absorption. During the marching of the light rays inside the volumetric representation of the scene, irradiance is accumulated and it is diffused with the lattice-Boltzmann method to produce multiple scattering effects. Index Terms— I.
Interactive Rendering of Non-Constant, Refractive Media Using the Ray Equations of Gradient-Index Optics
"... Existing algorithms can efficiently render refractive objects of constant refractive index. For a medium with a continuously varying index of refraction, most algorithms use the ray equation of geometric optics to compute piecewise-linear approximations of the non-linear rays. By assuming a constant ..."
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Existing algorithms can efficiently render refractive objects of constant refractive index. For a medium with a continuously varying index of refraction, most algorithms use the ray equation of geometric optics to compute piecewise-linear approximations of the non-linear rays. By assuming a constant refractive index within each tracing step, these methods often need a large number of small steps to generate satisfactory images. In this paper, we present a new approach for tracing non-constant, refractive media based on the ray equations of gradientindex optics. We show that in a medium of constant index gradient, the ray equation has a closed-form solution, and the intersection point between a ray and the medium boundaries can be efficiently computed using the bisection method. For general non-constant media, we model the refractive index as a piecewise-linear function and render the refraction by tracing the tetrahedron-based representation of the media. Our algorithm can be easily combined with existing rendering algorithms such as photon mapping to generate complex refractive caustics at interactive frame rates. We also derive analytic ray formulations for tracing mirages – a special gradient-index optical phenomenon.
Noname manuscript No. (will be inserted by the editor) Real-time Single Scattering Inside Inhomogeneous Materials
"... the date of receipt and acceptance should be inserted later Abstract In this paper we propose a novel technique to perform real-time rendering of translucent inhomogeneous materials, one of the most well known problems of Computer Graphics. The developed technique is based on an adaptive volumetric ..."
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the date of receipt and acceptance should be inserted later Abstract In this paper we propose a novel technique to perform real-time rendering of translucent inhomogeneous materials, one of the most well known problems of Computer Graphics. The developed technique is based on an adaptive volumetric point sampling, done in a preprocessing stage, which associates to each sample the optical depth for a predefined set of directions. This information is then used by a rendering algorithm that combines the object’s surface rasterization with a ray tracing algorithm, implemented on the graphics processor, to compose the final image. This approach allows us to simulate light scattering phenomena for inhomogeneous isotropic materials in real time with an arbitrary number of light sources. We tested our algorithm by comparing the produced images with the result of ray tracing and showed that the technique is effective. 1
The State of the Art in Interactive Global Illumination
- COMPUTER GRAPHICS FORUM
"... The interaction of light and matter in the world surrounding us is of striking complexity and beauty. Since the very beginning of computer graphics, adequate modeling of these processes and efficient computation is an intensively studied research topic and still not a solved problem. The inherent c ..."
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The interaction of light and matter in the world surrounding us is of striking complexity and beauty. Since the very beginning of computer graphics, adequate modeling of these processes and efficient computation is an intensively studied research topic and still not a solved problem. The inherent complexity stems from the underlying physical processes as well as the global nature of the interactions that let light travel within a scene. This article reviews the state of the art in interactive global illumination computation, that is, methods that generate an image of a virtual scene in less than one second with an as exact as possible, or plausible, solution to the light transport. Additionally, the theoretical background and attempts to classify the broad field of methods are described. The strengths and weaknesses of different approaches, when applied to the different visual phenomena, arising from light interaction are compared and discussed. Finally, the article concludes by highlighting design patterns for interactive global illumination and a list of open problems.

