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Hierarchical caustic maps

Published: 15 February 2008 Publication History

Abstract

Interactive applications typically rely on local models for lighting, occasionally augmented by GPU-friendly methods for approximating global illumination. Caustic mapping approximates the specular focusing of light using a light-space image, akin to a shadow map, which is projected onto the scene during final rendering. Unfortunately, existing caustic map implementations must choose between quality and speed. Quickly generated maps use few photons and look extremely blurry, while sharper maps created from millions of photons only render at a few frames per second. This paper introduces a number of hierarchical enhancements to caustic mapping that allow real-time rendering with high quality caustic maps, even when using maps from multiple light sources. These techniques utilize the geometry processing stage of recent GPUs to avoid processing every photon and to render a pyramidal caustic map that allows photon splats of varying diameters without the increased costs inherent in rasterizing large splats.

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Cited By

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  • (2023)Real-time Dispersion Rendering Algorithm based on Caustics Map and Single Charge Coupled Device Image Sensor2023 8th International Conference on Intelligent Computing and Signal Processing (ICSP)10.1109/ICSP58490.2023.10248466(728-732)Online publication date: 21-Apr-2023
  • (2014)Photon Differential Splatting for Rendering CausticsComputer Graphics Forum10.1111/cgf.1234733:6(252-263)Online publication date: 1-Sep-2014
  • (2014)Rendering of Feature-rich Dynamically Changing Volumetric Datasets on GPUProcedia Computer Science10.1016/j.procs.2014.05.05829(648-658)Online publication date: 2014
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cover image ACM Conferences
I3D '08: Proceedings of the 2008 symposium on Interactive 3D graphics and games
February 2008
219 pages
ISBN:9781595939838
DOI:10.1145/1342250
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 15 February 2008

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Author Tags

  1. caustics
  2. hardware
  3. interactive rendering

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  • Research-article

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I3D08
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I3D08: Symposium on Interactive 3D Graphics and Games
February 15 - 17, 2008
California, Redwood City

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Overall Acceptance Rate 148 of 485 submissions, 31%

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Cited By

View all
  • (2023)Real-time Dispersion Rendering Algorithm based on Caustics Map and Single Charge Coupled Device Image Sensor2023 8th International Conference on Intelligent Computing and Signal Processing (ICSP)10.1109/ICSP58490.2023.10248466(728-732)Online publication date: 21-Apr-2023
  • (2014)Photon Differential Splatting for Rendering CausticsComputer Graphics Forum10.1111/cgf.1234733:6(252-263)Online publication date: 1-Sep-2014
  • (2014)Rendering of Feature-rich Dynamically Changing Volumetric Datasets on GPUProcedia Computer Science10.1016/j.procs.2014.05.05829(648-658)Online publication date: 2014
  • (2013)Reflective and Refractive Objects for Mixed RealityIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2013.3919:4(576-582)Online publication date: 1-Apr-2013
  • (2012)The State of the Art in Interactive Global IlluminationComputer Graphics Forum10.1111/j.1467-8659.2012.02093.x31:1(160-188)Online publication date: 1-Feb-2012
  • (2012)Adaptive Spectral Mapping for Real-Time Dispersive RefractionAdvances in Visual Computing10.1007/978-3-642-33179-4_9(81-91)Online publication date: 2012
  • (2011)BibliographyReal-Time Rendering, Third Edition10.1201/b10644-23(921-1002)Online publication date: Mar-2011
  • (2011)Real-time volume caustics with adaptive beam tracingSymposium on Interactive 3D Graphics and Games10.1145/1944745.1944753(47-54)Online publication date: 18-Feb-2011
  • (2011)Extending Backward Polygon Beam Tracing to Glossy Scattering SurfacesComputer Graphics Forum10.1111/j.1467-8659.2011.01903.x30:6(1825-1836)Online publication date: 3-May-2011
  • (2010)Exploring the use of glossy light volumes for interactive global illuminationProceedings of the 7th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa10.1145/1811158.1811181(139-148)Online publication date: 21-Jun-2010
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