Line-art illustration of dynamic and specular surfaces
ACM SIGGRAPH Asia 2008 papers
Multiperspective modeling, rendering, and imaging
ACM SIGGRAPH ASIA 2008 courses
GPU-based refraction and caustics rendering on depth textures
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
Interactive volume caustics in single-scattering media
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Real-time volume caustics with adaptive beam tracing
I3D '11 Symposium on Interactive 3D Graphics and Games
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
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Caustics are important visual phenomena, as well as challenging global illumination effects in computer graphics. Physically caustics can be interpreted from one of two perspectives: in terms of photons gathered on scene geometry, or in terms of a pair of caustic surfaces. These caustic surfaces are swept by the foci of light rays. In this paper, we develop a novel algorithm to approximate caustic surfaces of sampled rays. Our approach locally parameterizes rays by their intersections with a pair of parallel planes. We show neighboring ray triplets are constrained to pass simultaneously through two slits, which rule the caustic surfaces. We derive a ray characteristic equation to compute the two slits, and hence, the caustic surfaces. Using the characteristic equation, we develop a GPU-based algorithm to render the caustics. Our approach produces sharp and clear caustics using much fewer ray samples than the photon mapping method and it also maintains high spatial and temporal coherency. Finally, we present a normal-ray surface representation that locally parameterizes the normals about a surface point as rays. Computing the normal ray caustic surfaces leads to a novel real-time discrete shape operator.