The zonal method for calculating light intensities in the presence of a participating medium
SIGGRAPH '87 Proceedings of the 14th 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
Method of displaying optical effects within water using accumulation buffer
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Journal of Computational Physics
Ray tracing in non-constant media
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
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
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
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Interactive global illumination using fast ray tracing
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
Geometric optics in a phase-space-based level set and Eulerian framework
Journal of Computational Physics
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Light reflection functions for simulation of clouds and dusty surfaces
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
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
Simulation of cloud dynamics on graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Interactive rendering of translucent deformable objects
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Graphics gems revisited: fast and physically-based rendering of gemstones
ACM SIGGRAPH 2004 Papers
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
Perceptual effects in real-time tone mapping
Proceedings of the 21st spring conference on Computer graphics
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
Visual Simulation of Heat Shimmering and Mirage
IEEE Transactions on Visualization and Computer Graphics
Technical Section: Simulation of atmospheric phenomena
Computers and Graphics
Realtime caustics using distributed photon mapping
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Non-linear volume photon mapping
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
GPU-based light wavefront simulation for real-time refractive object rendering
ACM SIGGRAPH 2007 sketches
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Interactive relighting of dynamic refractive objects
ACM SIGGRAPH 2008 papers
Time-resolved 3d capture of non-stationary gas flows
ACM SIGGRAPH Asia 2008 papers
Real-time fluid simulation using discrete sine/cosine transforms
Proceedings of the 2009 symposium on Interactive 3D graphics and games
ACM SIGGRAPH ASIA 2009 Courses
Interactive volume caustics in single-scattering media
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Line space gathering for single scattering in large scenes
ACM SIGGRAPH 2010 papers
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 volume caustics with adaptive beam tracing
I3D '11 Symposium on Interactive 3D Graphics and Games
I3D '11 Symposium on Interactive 3D Graphics and Games
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
Interactive cloud rendering using temporally-coherent photon mapping
Proceedings of Graphics Interface 2012
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Bendylights: artistic control of direct illumination by curving light rays
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Graphics Interaction: Interactive cloud rendering using temporally coherent photon mapping
Computers and Graphics
Fast global illumination for interactive volume visualization
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Volume stylizer: tomography-based volume painting
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Instant convolution shadows for volumetric detail mapping
ACM Transactions on Graphics (TOG)
Hi-index | 0.00 |
We present a new method for real-time rendering of sophisticated lighting effects in and around refractive objects. It enables us to realistically display refractive objects with complex material properties, such as arbitrarily varying refractive index, inhomogeneous attenuation, as well as spatially-varying anisotropic scattering and reflectance properties. User-controlled changes of lighting positions only require a few seconds of update time. Our method is based on a set of ordinary differential equations derived from the eikonal equation, the main postulate of geometric optics. This set of equations allows for fast casting of bent light rays with the complexity of a particle tracer. Based on this concept, we also propose an efficient light propagation technique using adaptive wavefront tracing. Efficient GPU implementations for our algorithmic concepts enable us to render a combination of visual effects that were previously not reproducible in real-time.