Improving Image-Space Caustics Via Variable-Sized Splatting

Interactivity requires tradeoffs to achieve the right balance between rendering quality and speed. In practice, today’s applications restrict lighting to mainly direct illumination, sometimes augmented by precomputed transfer techniques for diffuse global effects. Dynamic high-frequency specular effects, such as caustics, are largely lacking due to the high costs for recomputation each frame. Recent work has introduced a variety of related caustics approximations that interactively render light-space photons into a photon buffer, gather them into a caustic map, and project this map onto the scene similar to shadow mapping. While the process is simple and straightforward, the discretization of light into a finite number of uniformly-distributed photons leads to undersampling and aliasing artifacts. This paper examines two techniques for reducing these artifacts using varying sized photon splats. Conceptually, these are similar to the variable-radius k-nearest neighbor search used in photon mapping, allowing noise reduction in areas of low photon density while maintaining crisp caustics at focal points. Our techniques improve image quality at a modest cost that is significantly cheaper than supersampling the photon buffer.

[1]  Anselmo Lastra,et al.  Radiosity on graphics hardware , 2004, Graphics Interface.

[2]  Kei Iwasaki,et al.  An Efficient Method for Rendering Underwater Optical Effects Using Graphics Hardware , 2002, Comput. Graph. Forum.

[3]  Turner Whitted,et al.  An improved illumination model for shaded display , 1979, CACM.

[4]  Pat Hanrahan,et al.  Beam tracing polygonal objects , 1984, SIGGRAPH.

[5]  Tomas Akenine-Möller,et al.  Interactive rendering of caustics using interpolated warped volumes , 2005, Graphics Interface.

[6]  Donald P. Greenberg,et al.  Modeling the interaction of light between diffuse surfaces , 1984, SIGGRAPH.

[7]  Hans-Peter Seidel,et al.  Interactive Global Illumination using Selective Photon Tracing , 2002, Rendering Techniques.

[8]  László Szirmay-Kalos,et al.  Stochastic glossy global illumination on the GPU , 2005, SCCG '05.

[9]  Philipp Slusallek,et al.  Interactive Global Illumination using Fast Ray Tracing , 2002, Rendering Techniques.

[10]  Pat Hanrahan,et al.  Ray tracing on programmable graphics hardware , 2002, SIGGRAPH Courses.

[11]  Kei Iwasaki,et al.  A Fast Rendering Method for Refractive and Reflective Caustics Due to Water Surfaces , 2003, Comput. Graph. Forum.

[12]  Musawir A. Shah,et al.  Caustics Mapping: An Image-Space Technique for Real-Time Caustics , 2007, IEEE Transactions on Visualization and Computer Graphics.

[13]  Chris Wyman An approximate image-space approach for interactive refraction , 2005, SIGGRAPH 2005.

[14]  Mark Watt,et al.  Light-water interaction using backward beam tracing , 1990, SIGGRAPH.

[15]  Tomoyuki Nishita,et al.  Method of displaying optical effects within water using accumulation buffer , 1994, SIGGRAPH.

[16]  Philipp Slusallek,et al.  Realtime Caustics using Distributed Photon Mapping , 2004, Rendering Techniques.

[17]  László Szirmay-Kalos,et al.  Approximate Ray‐Tracing on the GPU with Distance Impostors , 2005, Comput. Graph. Forum.

[18]  Shenchang Eric Chen,et al.  Incremental radiosity: an extension of progressive radiosity to an interactive image synthesis system , 1990, SIGGRAPH.

[19]  Wei Hu,et al.  Interactive Approximate Rendering of Reflections, Refractions, and Caustics , 2007, IEEE Transactions on Visualization and Computer Graphics.

[20]  Pat Hanrahan,et al.  Photon mapping on programmable graphics hardware , 2003, HWWS '03.

[21]  Donald P. Greenberg,et al.  Interactive global illumination in dynamic scenes , 2002, SIGGRAPH.

[22]  Chris Wyman,et al.  Interactive image-space techniques for approximating caustics , 2006, I3D '06.

[23]  James T. Kajiya,et al.  The rendering equation , 1998 .

[24]  H. Jensen Realistic Image Synthesis Using Photon Mapping , 2001 .

[25]  Charles D. Hansen,et al.  Interactive caustics using local precomputed irradiance , 2004, 12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings..

[26]  Wolfgang Straßer,et al.  Real‐Time Caustics , 2003, Comput. Graph. Forum.

[27]  John C. Hart,et al.  GPU algorithms for radiosity and subsurface scattering , 2003, HWWS '03.

[28]  Marc Stamminger,et al.  Splatting indirect illumination , 2006, I3D '06.