SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Interval analysis for computer graphics
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Illumination from curved reflectors
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Reflection from layered surfaces due to subsurface scattering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Method of displaying optical effects within water using accumulation buffer
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Interactive reflections on curved objects
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Theory and application of specular path perturbation
ACM Transactions on Graphics (TOG)
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Realistic image synthesis using photon mapping
Realistic image synthesis using photon mapping
Combining edges and points for interactive high-quality rendering
ACM SIGGRAPH 2003 Papers
A practical analytic single scattering model for real time rendering
ACM SIGGRAPH 2005 Papers
Lightcuts: a scalable approach to illumination
ACM SIGGRAPH 2005 Papers
Interactive rendering of caustics using interpolated warped volumes
GI '05 Proceedings of Graphics Interface 2005
Interactive relighting of dynamic refractive objects
ACM SIGGRAPH 2008 papers
The beam radiance estimate for volumetric photon mapping
ACM SIGGRAPH 2008 classes
Microfacet models for refraction through rough surfaces
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
A GPU-driven algorithm for accurate interactive reflections on curved objects
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Line space gathering for single scattering in large scenes
ACM SIGGRAPH 2010 papers
A comprehensive theory of volumetric radiance estimation using photon points and beams
ACM Transactions on Graphics (TOG)
A programmable system for artistic volumetric lighting
ACM SIGGRAPH 2011 papers
Proceedings of the 2011 SIGGRAPH Asia Conference
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
A logistic model for the degradation of triangle mesh normals
Proceedings of the 7th international conference on Curves and Surfaces
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
State of the art in photon density estimation
ACM SIGGRAPH 2012 Courses
The magic lens: refractive steganography
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Joint importance sampling of low-order volumetric scattering
ACM Transactions on Graphics (TOG)
A practical algorithm for rendering interreflections with all-frequency BRDFs
ACM Transactions on Graphics (TOG)
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Light scattering in refractive media is an important optical phenomenon for computer graphics. While recent research has focused on multiple scattering, there has been less work on accurate solutions for single or low-order scattering. Refraction through a complex boundary allows a single external source to be visible in multiple directions internally with different strengths; these are hard to find with existing techniques. This paper presents techniques to quickly find paths that connect points inside and outside a medium while obeying the laws of refraction. We introduce: a half-vector based formulation to support the most common geometric representation, triangles with interpolated normals; hierarchical pruning to scale to triangular meshes; and, both a solver with strong accuracy guarantees, and a faster method that is empirically accurate. A GPU version achieves interactive frame rates in several examples.