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Proceedings Article, Paper
@InProceedings
Beitrag in Tagungsband, Workshop

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
Conference URL::
http://graphics.cs.williams.edu/i3d10/
Downloading URL:
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
6.
5.
4.
3.
2.
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