Light-water interaction using backward beam tracing
SIGGRAPH '90 Proceedings of the 17th 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
Random caustics: natural textures and wave theory revisited
SIGGRAPH '96 ACM SIGGRAPH 96 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '96
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
View-independent environment maps
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
General Calculations using Graphics Hardware with Applications to Interactive Caustics
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Beam tracing polygonal objects
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
Interactive Caustics Using Local Precomputed Irradiance
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
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
Realtime caustics using distributed photon mapping
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
ACM SIGGRAPH 2007 papers
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Depicting procedural caustics in single images
ACM SIGGRAPH Asia 2008 papers
Multiresolution splatting for indirect illumination
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Hardware-accelerated global illumination by image space photon mapping
Proceedings of the Conference on High Performance Graphics 2009
Image-space subsurface scattering for interactive rendering of deformable translucent objects
IEEE Computer Graphics and Applications - Special issue title on generating 3D building models a VR playground for teaching math
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
Exploring the use of glossy light volumes for interactive global illumination
Proceedings of the 7th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
Real-time caustics in dynamic scenes with multiple directional lights
ICEC'10 Proceedings of the 9th international conference on Entertainment computing
Real-time volume caustics with adaptive beam tracing
I3D '11 Symposium on Interactive 3D Graphics and Games
Simplified photon mapping for real-time caustics rendering
Programming and Computing Software
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
Multi-image based photon tracing for interactive global illumination of dynamic scenes
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Design and novel uses of higher-dimensional rasterization
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
Interactive screen-space accurate photon tracing on GPUs
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
A practical algorithm for rendering interreflections with all-frequency BRDFs
ACM Transactions on Graphics (TOG)
Hi-index | 0.00 |
In this paper, we present a simple and practical technique for real-time rendering of caustics from reflective and refractive objects. Our algorithm, conceptually similar to shadow mapping, consists of two main parts: creation of a caustic map texture, and utilization of the map to render caustics onto nonshiny surfaces. Our approach avoids performing any expensive geometric tests, such as ray-object intersection, and involves no precomputation; both of which are common features in previous work. The algorithm is well suited for the standard rasterization pipeline and runs entirely on the graphics hardware.