SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Measuring and modeling anisotropic reflection
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Polarization and birefringency considerations in rendering
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Global illumination using photon maps
Proceedings of the eurographics workshop on Rendering techniques '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
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
An improved illumination model for shaded display
Communications of the ACM
Modeling acoustics in virtual environments using the uniform theory of diffraction
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Rendering Iridescent Colors of Optical Disks
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
3D graphics and the wave theory
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
Physically Based Rendering: From Theory to Implementation
Physically Based Rendering: From Theory to Implementation
Handbook of Mathematical Functions, With Formulas, Graphs, and Mathematical Tables,
Handbook of Mathematical Functions, With Formulas, Graphs, and Mathematical Tables,
Rendering biological iridescences with RGB-based renderers
ACM Transactions on Graphics (TOG)
Computed holograms and holographic video display of 3D data
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Implicit visibility and antiradiance for interactive global illumination
ACM SIGGRAPH 2007 papers
AD-Frustum: Adaptive Frustum Tracing for Interactive Sound Propagation
IEEE Transactions on Visualization and Computer Graphics
Physically-based real-time diffraction using spherical harmonics
ISVC'06 Proceedings of the Second international conference on Advances in Visual Computing - Volume Part I
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Fabricating BRDFs at high spatial resolution using wave optics
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
A comprehensive geometrical optics application for wave rendering
Graphical Models
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We present a novel method of simulating wave effects in graphics using ray-based renderers with a new function: the Wave BSDF (Bidirectional Scattering Distribution Function). Reflections from neighboring surface patches represented by local BSDFs are mutually independent. However, in many surfaces with wavelength-scale microstructures, interference and diffraction requires a joint analysis of reflected wavefronts from neighboring patches. We demonstrate a simple method to compute the BSDF for the entire microstructure, which can be used independently for each patch. This allows us to use traditional ray-based rendering pipelines to synthesize wave effects. We exploit the Wigner Distribution Function (WDF) to create transmissive, reflective, and emissive BSDFs for various diffraction phenomena in a physically accurate way. In contrast to previous methods for computing interference, we circumvent the need to explicitly keep track of the phase of the wave by using BSDFs that include positive as well as negative coefficients. We describe and compare the theory in relation to well-understood concepts in rendering and demonstrate a straightforward implementation. In conjunction with standard raytracers, such as PBRT, we demonstrate wave effects for a range of scenarios such as multibounce diffraction materials, holograms, and reflection of high-frequency surfaces.