Interactive Calculation of Light Refraction and Caustics Using a Graphics Processor

IF 0.7 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING
S. I. Vyatkin, B. S. Dolgovesov
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引用次数: 0

Abstract

While modern rendering systems are efficient for modeling complex light paths in complex environments, the rendering of refractive caustics still takes a long time. Caustics are light patterns that occur when light is refracted and reflected from a surface. Due to an irregular density distribution of these specular events, rendering algorithms mainly rely on direct sampling of the bidirectional dispersion distribution function on these surfaces to plot trajectories. This requires a lot of calculations. Photonic maps are also used. However, there are difficulties that limit the applicability of caustic maps. Since each photon in the photon buffer must be processed, one has to choose between a strongly underestimated caustic sampling and a large decrease in speed in order to use a sufficient number of photons for caustics in order to obtain high-quality images. Complex specular interactions cause oversampling in bright focal areas, while other areas of the caustic map remain undersampled and noisy. At the same time, speed takes precedence over realism in most interactive applications. However, the desire to improve the quality of graphics prompted the development of various fast approximations for realistic lighting. This paper presents a combined method for rendering refraction of light and caustics using backward integration for illumination and direct integration for viewing rays. An approach for simultaneous propagation of light and for tracking rays in a volume is used; therefore, it does not require storing data of an intermediate volume of illumination. In the implementation of this method, the distance between the light planes is set to one voxel, which provides at least one sample per voxel for all orientations. The method does not use preliminary calculations, and all rendering parameters can be changed interactively. As a result, using the proposed method, it is possible to create plausible approximations of complex phenomena, such as refractions and caustics. The effect of refraction on the shadow is shown. Complex light patterns occurring due to the curved geometry of objects are demonstrated. The visualization results show the importance of refraction for the appearance of transparent objects, e.g., the effect distortions caused by refraction in the medium and refraction on the interfaces between media. The difference in refractive indices between different media causes a complex interaction between light and shadow areas. It is shown how refraction and caustics improve rendering of functionally defined objects by providing additional information about their shape and location.

Abstract Image

使用图形处理器交互式计算光的折射和赝像
摘要虽然现代渲染系统可以高效地模拟复杂环境中的复杂光路,但折射凹凸的渲染仍然需要很长时间。凹凸是光线从表面折射和反射时产生的光斑。由于这些镜面现象的密度分布不规则,渲染算法主要依靠对这些表面的双向色散分布函数进行直接采样来绘制轨迹。这需要大量的计算。也可以使用光子地图。不过,苛性贴图的适用性受到一些困难的限制。由于必须处理光子缓冲区中的每个光子,因此必须在严重低估苛性取样和大幅降低速度之间做出选择,以便使用足够数量的光子进行苛性取样,从而获得高质量的图像。复杂的镜面反射会导致明亮焦点区域采样过多,而苛化图的其他区域则采样不足,噪声较大。同时,在大多数交互应用中,速度优先于逼真度。然而,提高图形质量的愿望促使人们开发出各种快速逼真照明近似方法。本文介绍了一种渲染光的折射和腐蚀的组合方法,使用后向积分法进行照明,使用直接积分法进行观察光线。本文采用了一种在体积中同时传播光线和跟踪光线的方法,因此无需存储中间照明体积的数据。在该方法的实施过程中,光线平面之间的距离设定为一个体素,这样每个体素至少可以为所有方向提供一个样本。该方法不使用初步计算,所有渲染参数都可以交互式更改。因此,使用所提出的方法,可以对折射和钝化等复杂现象进行可信的近似处理。图中显示了折射对阴影的影响。演示了由于物体的弯曲几何形状而产生的复杂光型。可视化结果显示了折射对透明物体外观的重要性,例如,介质中的折射和介质间界面上的折射所造成的扭曲效果。不同介质之间折射率的差异会导致光影区域之间复杂的相互作用。图中展示了折射和腐蚀如何通过提供有关物体形状和位置的附加信息来改善功能定义物体的渲染效果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Programming and Computer Software
Programming and Computer Software 工程技术-计算机:软件工程
CiteScore
1.60
自引率
28.60%
发文量
35
审稿时长
>12 weeks
期刊介绍: Programming and Computer Software is a peer reviewed journal devoted to problems in all areas of computer science: operating systems, compiler technology, software engineering, artificial intelligence, etc.
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