Skip to main content

Lund University Publications

LUND UNIVERSITY LIBRARIES

Real-Time Rendering of Indirectly Visible Caustics

Moreau, Pierre LU orcid and Doggett, Michael LU orcid (2022) 17th International Conference on Computer Graphics Theory and Applications, GRAPP 2022; Part of the 17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2022 1. p.39-48
Abstract
Caustics are a challenging light transport phenomenon to render in real-time, and most previous approaches have used screen-space accumulation based on the fast rasterization hardware of GPUs. This limits the position of photon collection points to first hit screen space locations, and leads to missing caustics that should be visible in a mirror’s reflection. In this paper we propose an algorithm that can render caustics visible via specular bounces in real-time. The algorithm takes advantage of hardware-accelerated ray tracing support found in modern GPUs. By constructing an acceleration structure around multiple bounce view ray hit points in world space, and tracing multiple bounce light rays through the scene, we ensure caustics can be... (More)
Caustics are a challenging light transport phenomenon to render in real-time, and most previous approaches have used screen-space accumulation based on the fast rasterization hardware of GPUs. This limits the position of photon collection points to first hit screen space locations, and leads to missing caustics that should be visible in a mirror’s reflection. In this paper we propose an algorithm that can render caustics visible via specular bounces in real-time. The algorithm takes advantage of hardware-accelerated ray tracing support found in modern GPUs. By constructing an acceleration structure around multiple bounce view ray hit points in world space, and tracing multiple bounce light rays through the scene, we ensure caustics can be created anywhere in the scene, not just in screen space. We analyze the performance and image quality of our approach, and show that we can produce indirectly visible caustics at real-time rates. (Less)
Please use this url to cite or link to this publication:
author
and
organization
publishing date
type
Chapter in Book/Report/Conference proceeding
publication status
published
subject
keywords
Real-time, Ray Tracing, Caustics Rendering
host publication
Proceedings of the 17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications - GRAPP
editor
Sousa, A. Augusto ; Debattista, Kurt and Bouatouch, Kadi
volume
1
pages
10 pages
publisher
SciTePress
conference name
17th International Conference on Computer Graphics Theory and Applications, GRAPP 2022; Part of the 17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2022
conference dates
2022-02-06 - 2022-02-08
external identifiers
  • scopus:85180744173
ISBN
978-989-758-555-5
DOI
10.5220/0010777800003124
project
Empirical Heterogeneous System Modeling for Efficient Real-Time Rendering
language
English
LU publication?
yes
id
87de6678-7659-4058-ad99-3b5095fe5d42
alternative location
https://fileadmin.cs.lth.se/graphics/research/papers/2022/indirectly_visible_caustics/MD2022.pdf
date added to LUP
2021-12-16 14:14:16
date last changed
2024-02-08 16:01:18
@inproceedings{87de6678-7659-4058-ad99-3b5095fe5d42,
  abstract     = {{Caustics are a challenging light transport phenomenon to render in real-time, and most previous approaches have used screen-space accumulation based on the fast rasterization hardware of GPUs. This limits the position of photon collection points to first hit screen space locations, and leads to missing caustics that should be visible in a mirror’s reflection. In this paper we propose an algorithm that can render caustics visible via specular bounces in real-time. The algorithm takes advantage of hardware-accelerated ray tracing support found in modern GPUs. By constructing an acceleration structure around multiple bounce view ray hit points in world space, and tracing multiple bounce light rays through the scene, we ensure caustics can be created anywhere in the scene, not just in screen space. We analyze the performance and image quality of our approach, and show that we can produce indirectly visible caustics at real-time rates.}},
  author       = {{Moreau, Pierre and Doggett, Michael}},
  booktitle    = {{Proceedings of the 17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications - GRAPP}},
  editor       = {{Sousa, A. Augusto and Debattista, Kurt and Bouatouch, Kadi}},
  isbn         = {{978-989-758-555-5}},
  keywords     = {{Real-time; Ray Tracing; Caustics Rendering}},
  language     = {{eng}},
  pages        = {{39--48}},
  publisher    = {{SciTePress}},
  title        = {{Real-Time Rendering of Indirectly Visible Caustics}},
  url          = {{http://dx.doi.org/10.5220/0010777800003124}},
  doi          = {{10.5220/0010777800003124}},
  volume       = {{1}},
  year         = {{2022}},
}