Interactive screen-space accurate photon tracing on GPUs

J. Krüger, K. Bürger, R. Westermann
{"title":"Interactive screen-space accurate photon tracing on GPUs","authors":"J. Krüger, K. Bürger, R. Westermann","doi":"10.2312/EGWR/EGSR06/319-329","DOIUrl":null,"url":null,"abstract":"Recent advances in algorithms and graphics hardware have opened the possibility to render caustics at interactive rates on commodity PCs. This paper extends on this work in that it presents a new method to directly render caustics on complex objects, to compute one or several refractions at such objects and to simulate caustics shadowing. At the core of our method is the idea to avoid the construction of photon maps by tracing photons in screen-space on programmable graphics hardware. Our algorithm is based on the rasterization of photon paths into texture maps. Intersection events are then resolved on a per-fragment basis using layered depth images. To correctly spread photon energy in screen-space we render aligned point sprites at the diffuse receivers where photons terminate. As our method does neither require any pre-processing nor an intermediate radiance representation it can efficiently deal with dynamic scenery and scenery that is modified, or even created on the GPU.","PeriodicalId":363391,"journal":{"name":"Eurographics Symposium on Rendering","volume":"12 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2006-06-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"50","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Eurographics Symposium on Rendering","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2312/EGWR/EGSR06/319-329","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 50

Abstract

Recent advances in algorithms and graphics hardware have opened the possibility to render caustics at interactive rates on commodity PCs. This paper extends on this work in that it presents a new method to directly render caustics on complex objects, to compute one or several refractions at such objects and to simulate caustics shadowing. At the core of our method is the idea to avoid the construction of photon maps by tracing photons in screen-space on programmable graphics hardware. Our algorithm is based on the rasterization of photon paths into texture maps. Intersection events are then resolved on a per-fragment basis using layered depth images. To correctly spread photon energy in screen-space we render aligned point sprites at the diffuse receivers where photons terminate. As our method does neither require any pre-processing nor an intermediate radiance representation it can efficiently deal with dynamic scenery and scenery that is modified, or even created on the GPU.
在gpu上的交互式屏幕空间精确光子跟踪
最近在算法和图形硬件方面的进步已经开启了在普通个人电脑上以交互速率呈现焦散的可能性。本文在此基础上提出了一种直接在复杂物体上渲染焦散、计算一个或几个物体上的折射以及模拟焦散阴影的新方法。我们方法的核心思想是通过在可编程图形硬件上跟踪屏幕空间中的光子来避免构建光子映射。我们的算法是基于光栅化的光子路径到纹理贴图。然后使用分层深度图像在每个片段的基础上解决交叉事件。为了在屏幕空间中正确地传播光子能量,我们在光子终止的漫射接收器处渲染对齐的点精灵。由于我们的方法既不需要任何预处理也不需要中间的亮度表示,它可以有效地处理动态风景和修改的风景,甚至是在GPU上创建的风景。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信