Real-Time Rendering of Indirectly Visible Caustics
(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:
https://lup.lub.lu.se/record/87de6678-7659-4058-ad99-3b5095fe5d42
- author
- Moreau, Pierre LU and Doggett, Michael LU
- organization
- publishing date
- 2022
- 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}}, }