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Author, Editor

Author(s):

Hu, Wei
Dong, Zhao
Ihrke, Ivo
Grosch, Thorsten
Yuan, Guodong
Seidel, Hans-Peter

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Not MPG Author(s):

Hu, Wei
Ihrke, Ivo
Grosch, Thorsten
Yuan, Guodong

Editor(s):

Varshney, Amitabh
Wyman, Chris
Aliaga, Daniel
Oliveira, Manuel M.

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Not MPII Editor(s):

Varshney, Amitabh
Wyman, Chris
Aliaga, Daniel
Oliveira, Manuel M.

BibTeX cite key*:

HDI:2010:VolumeCaustics

Title, Booktitle

Title*:

Interactive Volume Caustics in Single-Scattering Media

Booktitle*:

Proceedings I3D 2010 : ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games

Event, URLs

URL of the conference:

http://graphics.cs.williams.edu/i3d10/

URL for downloading the paper:

http://www.mpi-inf.mpg.de/~dong/download/I3DFinal/I3D2010_Final.pdf

Event Address*:

Washington DC, US

Language:

English

Event Date*
(no longer used):


Organization:

ACM SIGGRAPH

Event Start Date:

19 February 2010

Event End Date:

21 February 2010

Publisher

Name*:

ACM

URL:

http://www.acm.org/

Address*:

New York, NY

Type:


Vol, No, Year, pp.

Series:


Volume:


Number:


Month:


Pages:

109-117

Year*:

2010

VG Wort Pages:


ISBN/ISSN:

978-1-60558-939-8

Sequence Number:


DOI:

10.1145/1730804.1730822



Note, Abstract, ©


(LaTeX) Abstract:

Volume caustics are intricate illumination patterns formed by light first interacting with a specular surface and subsequently being scattered inside a participating medium. Although this phenomenon can be simulated by existing techniques, image synthesis is usually non-trivial and time-consuming.

Motivated by interactive applications, we propose a novel volume caustics rendering method for single-scattering participating media. Our method is based on the observation that line rendering of illumination rays into the screen buffer establishes a direct light path between the viewer and the light source. This connection is introduced via a single scattering event for every pixel affected by the line primitive. Since the GPU is a parallel processor, the radiance contributions of these light paths to each of the pixels can be computed and accumulated independently. The implementation of our method is straightforward and we show that it can be seamlessly integrated with existing methods for rendering participating media.

We achieve high-quality results at real-time frame rates for large and dynamic scenes containing homogeneous participating media. For inhomogeneous media, our method achieves interactive performance that is close to real-time. Our method is based on a simplified physical model and can thus be used for generating physically plausible previews of expensive lighting simulations quickly.

Keywords:

volume caustics, ray marching, real-time rendering


Personal Comments:

*The first two authors contributed equally.

Download
Access Level:

Public

Correlation

MPG Unit:

Max-Planck-Institut für Informatik



MPG Subunit:

Computer Graphics Group

Appearance:

MPII WWW Server, MPII FTP Server, MPG publications list, university publications list, working group publication list, Fachbeirat, VG Wort



BibTeX Entry:

@INPROCEEDINGS{HDI:2010:VolumeCaustics,
AUTHOR = {Hu, Wei and Dong, Zhao and Ihrke, Ivo and Grosch, Thorsten and Yuan, Guodong and Seidel, Hans-Peter},
EDITOR = {Varshney, Amitabh and Wyman, Chris and Aliaga, Daniel and Oliveira, Manuel M.},
TITLE = {Interactive Volume Caustics in Single-Scattering Media},
BOOKTITLE = {Proceedings I3D 2010 : ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games},
PUBLISHER = {ACM},
YEAR = {2010},
ORGANIZATION = {ACM SIGGRAPH},
PAGES = {109--117},
ADDRESS = {Washington DC, US},
ISBN = {978-1-60558-939-8},
DOI = {10.1145/1730804.1730822},
}


Entry last modified by Anja Becker, 03/11/2011
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Editor(s)
[Library]
Created
02/09/2010 11:59:59 AM
Revisions
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Editor(s)
Anja Becker
Anja Becker
Zhao Dong
Zhao Dong
Zhao Dong
Edit Dates
11.03.2011 10:13:33
21.01.2011 15:21:02
12/09/2010 02:32:59 PM
03/03/2010 07:53:33 PM
02/10/2010 06:38:35 PM
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