Method of displaying optical effects within water using accumulation buffer
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Interactive visualization of 3D-vector fields using illuminated stream lines
Proceedings of the 7th conference on Visualization '96
Efficient simulation of light transport in scenes with participating media using photon maps
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A simple, efficient method for realistic animation of clouds
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Realistic image synthesis using photon mapping
Realistic image synthesis using photon mapping
Interactive rendering of atmospheric scattering effects using graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Interactive visualization of complex plant ecosystems
Proceedings of the conference on Visualization '02
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Photon mapping on programmable graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Robust monte carlo methods for light transport simulation
Robust monte carlo methods for light transport simulation
Real-time reflection mapping with parallax
Proceedings of the 2005 symposium on Interactive 3D graphics and games
A practical analytic single scattering model for real time rendering
ACM SIGGRAPH 2005 Papers
An approximate image-space approach for interactive refraction
ACM SIGGRAPH 2005 Papers
Interactive rendering of caustics using interpolated warped volumes
GI '05 Proceedings of Graphics Interface 2005
Photon Splatting for participating media
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Interactive image-space techniques for approximating caustics
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Interactive Approximate Rendering of Reflections, Refractions, and Caustics
IEEE Transactions on Visualization and Computer Graphics
Real-time refraction through deformable objects
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Rendering anti-aliased line segments
CGI '05 Proceedings of the Computer Graphics International 2005
Caustics Mapping: An Image-Space Technique for Real-Time Caustics
IEEE Transactions on Visualization and Computer Graphics
Interactive refractions with total internal reflection
GI '07 Proceedings of Graphics Interface 2007
Eikonal rendering: efficient light transport in refractive objects
ACM SIGGRAPH 2007 papers
Image-Space Caustics and Curvatures
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Interactive relighting of dynamic refractive objects
ACM SIGGRAPH 2008 papers
Real-time smoke rendering using compensated ray marching
ACM SIGGRAPH 2008 papers
The beam radiance estimate for volumetric photon mapping
ACM SIGGRAPH 2008 classes
A GPU-driven algorithm for accurate interactive reflections on curved objects
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Interactive screen-space accurate photon tracing on GPUs
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Line space gathering for single scattering in large scenes
ACM SIGGRAPH 2010 papers
Real-time volumetric shadows using 1D min-max mipmaps
I3D '11 Symposium on Interactive 3D Graphics and Games
Real-time volume caustics with adaptive beam tracing
I3D '11 Symposium on Interactive 3D Graphics and Games
Proceedings of the 2011 SIGGRAPH Asia Conference
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
State of the art in photon density estimation
ACM SIGGRAPH 2012 Courses
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Volume caustics are intricate illumination patterns formed by light first interacting with a specular surface and subsequently being scattered inside a participating medium. Although this phenomenon can be simulated by existing techniques, image synthesis is usually non-trivial and time-consuming. Motivated by interactive applications, we propose a novel volume caustics rendering method for single-scattering participating media. Our method is based on the observation that line rendering of illumination rays into the screen buffer establishes a direct light path between the viewer and the light source. This connection is introduced via a single scattering event for every pixel affected by the line primitive. Since the GPU is a parallel processor, the radiance contributions of these light paths to each of the pixels can be computed and accumulated independently. The implementation of our method is straightforward and we show that it can be seamlessly integrated with existing methods for rendering participating media. We achieve high-quality results at real-time frame rates for large and dynamic scenes containing homogeneous participating media. For inhomogeneous media, our method achieves interactive performance that is close to real-time. Our method is based on a simplified physical model and can thus be used for generating physically plausible previews of expensive lighting simulations quickly.