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Single scattering in refractive media with triangle mesh boundaries

Published: 27 July 2009 Publication History

Abstract

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.

Supplementary Material

JPG File (tps071_09.jpg)
Zip (92-462.zip)
This zip archive contains sample CUDA code for implementing our method for finding single scatter refractive paths on a GPU. It is meant as an illustrative example only.
MP4 File (tps071_09.mp4)

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    cover image ACM Transactions on Graphics
    ACM Transactions on Graphics  Volume 28, Issue 3
    August 2009
    750 pages
    ISSN:0730-0301
    EISSN:1557-7368
    DOI:10.1145/1531326
    Issue’s Table of Contents
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 27 July 2009
    Published in TOG Volume 28, Issue 3

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    Author Tags

    1. refraction
    2. single scatter
    3. subsurface

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    • (2024)Interactive Rendering of Caustics using Dimension Reduction for Manifold Next-Event EstimationProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/36512977:1(1-16)Online publication date: 13-May-2024
    • (2023)Manifold Path Guiding for Importance Sampling Specular ChainsACM Transactions on Graphics10.1145/361836042:6(1-14)Online publication date: 5-Dec-2023
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