“WBSDF for simulating wave effects of light and audio” by Cuypers, Oh, Haber, Bekaert and Raskar

  • ©Tom Cuypers, Se Baek Oh, Tom Haber, Philippe Bekaert, and Ramesh Raskar

  • ©Tom Cuypers, Se Baek Oh, Tom Haber, Philippe Bekaert, and Ramesh Raskar

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Title:

    WBSDF for simulating wave effects of light and audio

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Abstract:


    Diffraction is a common phenomenon in nature when dealing with small scale occluders. It can be observed on biological surfaces, such as feathers and butterfly wings, and man–made objects like rainbow holograms. In acoustics, the effect of diffraction is even more significant due to the much longer wavelength of sound waves. In order to simulate effects such as interference and diffraction within a ray–based framework, the phase of light or sound waves needs to be integrated.

References:


    1. Oh, S. B., Kashyap, S., Garg, R., Chandran, S., and Raskar, R. 2010. Rendering wave effects with augmented light fields. EuroGraphics.
    2. Stam, J. 1999. Diffraction shaders. In Proceedings of SIGGRAPH 1999, ACM Press / ACM SIGGRAPH, Computer Graphics Proceedings, Annual Conference Series.
    3. Zhang, Z., and Levoy, M. 2009. Wigner distributions and how they relate to the light field. In IEEE Internatinoal Conference on Computational Photography.


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