“Precomputed multiple scattering for light simulation in participating medium” by Wang and Holzschuch – ACM SIGGRAPH HISTORY ARCHIVES

“Precomputed multiple scattering for light simulation in participating medium” by Wang and Holzschuch

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Entry Number: 35

Title:

    Precomputed multiple scattering for light simulation in participating medium

Session/Category Title:   Lite Brite


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Abstract:


    This work precomputes the result of multiple scattering events, assuming an infinite medium, and stores it in two precomputed 4D tables that can be used with many rendering algorithms, such as VRL, unified point beams and paths, or manifold-exploration metropolis light transport, greatly reducing the convergence time.

References:


    Wenzel Jakob. 2010. Mitsuba Renderer. http://www.mitsuba-renderer.org/. (2010).Google Scholar
    Wenzel Jakob and Steve Marschner. 2012. Manifold Exploration: A Markov Chain Monte Carlo Technique for Rendering Scenes with Difficult Specular Transport. ACM Trans. Graph. 31, 4, Article 58 (July 2012), 13 pages.Google ScholarDigital Library
    Jaroslav Křivánek. 2014. SmallUPBP. http://www.smallupbp.com/. (2014).Google Scholar
    Jaroslav Křivánek, Iliyan Georgiev, Toshiya Hachisuka, Petr Vévoda, Martin Šik, Derek Nowrouzezahrai, and Wojciech Jarosz. 2014. Unifying points, beams, and paths in volumetric light transport simulation. ACM Trans. Graph. (proc. SIGGRAPH) 33, 4, Article 103 (Aug. 2014), 13 pages.Google Scholar
    Jonathan T. Moon, Bruce Walter, and Stephen R. Marschner. 2007. Rendering Discrete Random Media Using Precomputed Scattering Solutions. In Rendering Techniques (proc. EGSR). 231–242.Google Scholar
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    Jan Novák, Derek Nowrouzezahrai, Carsten Dachsbacher, and Wojciech Jarosz. 2012b. Virtual Ray Lights for Rendering Scenes with Participating Media. ACM Trans. Graph. (proc. SIGGRAPH) 31, 4, Article 60 July 2012), 11 pages.Google Scholar
    Beibei Wang, Jean-Dominique Gascuel, and Nicolas Holzschuch. 2016. Point-Based Light Transport for Participating Media with Refractive Boundaries. In EGSR (EI&I). 109–119

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