68 research outputs found

    Interactive raytraced caustics

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    technical reportIn computer graphics, bright patterns of light focused onto matte surfaces are called ?caustics?. We present a method for rendering dynamic scenes with moving caustics at interactive rates. This technique requires some simplifying assumptions about caustic behavior allowing us to consider it a local spatial property which we sample in a pre-processing stage. Storing the caustic locally limits caustic rendering to a simple lookup. We examine a number of ways to represent this data, allowing us to trade between accuracy, storage, run time, and precomputation time

    Penumbra maps

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    technical reportGenerating soft shadows quickly is difficult. Few techniques have enough flexibility to interactively render soft shadows in scenes with arbitrarily complex occluders and receivers. This paper introduces the penumbra map, which extends current shadow map techniques to interactively approximate soft shadows. Using object silhouette edges, as seen from the center of an area light, a map is generated containing approximate penumbral regions. Rendering requires two lookups, one into each the penumbra and shadow maps. Penumbra maps allow arbitrary dynamic models to easily shadow themselves and other nearby complex objects with plausible penumbrae

    Interactive caustics using local precomputed irradiance

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    Journal ArticleBright patterns of light focused via reflective or refractive objects onto matte surfaces are called "caustics". We present a method for rendering dynamic scenes with moving caustics at interactive rates. This technique requires some simplifying assumptions about caustic behavior allowing us to consider it a local spatial property which we sample in a pre-processing stage. Storing the caustic locally limits caustic rendering to a simple lookup. We examine a number of ways to represent this data, allowing us to trade between accuracy, storage, run time, and precomputation time

    Penumbra maps: approximate soft shadows in real-time

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    Journal ArticleGenerating soft shadows quickly is difficult. Few techniques have enough flexibility to interactively render soft shadows in scenes with arbitrarily complex occluders and receivers. This paper introduces the penumbra map, which extends current shadow map techniques to interactively approximate soft shadows. Using object silhouette edges, as seen from the center of an area light, a map is generated containing approximate penumbral regions. Rendering requires two lookups, one into each the penumbra and shadow maps. Penumbra maps allow arbitrary dynamic models to easily shadow themselves and other nearby complex objects with plausible penumbrae

    Interactive display of isosurfaces with global illumination

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    Journal ArticleAbstract-In many applications, volumetric data sets are examined by displaying isosurfaces, surfaces where the data, or some function of the data, takes on a given value. Interactive applications typically use local lighting models to render such surfaces. This work introduces a method to precompute or lazily compute global illumination to improve interactive isosurface renderings. The precomputed illumination resides in a separate volume and includes direct light, shadows, and interreflections. Using this volume, interactive globally illuminated renderings of isosurfaces become feasible while still allowing dynamic manipulation of lighting, viewpoint and isovalue

    Conditional resampled importance sampling and ReSTIR

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    Recent work on generalized resampled importance sampling (GRIS) enables importance-sampled Monte Carlo integration with random variable weights replacing the usual division by probability density. This enables very flexible spatiotemporal sample reuse, even if neighboring samples (e.g., light paths) have intractable probability densities. Unlike typical Monte Carlo integration, which samples according to some PDF, GRIS instead resamples existing samples. But resampling with GRIS assumes samples have tractable marginal contribution weights, which is problematic if reusing, for example, light subpaths from unidirectionally-sampled paths. Reusing such subpaths requires conditioning by (non-reused) segments of the path prefixes. In this paper, we extend GRIS to conditional probability spaces, showing correctness given certain conditional independence between integration variables and their unbiased contribution weights. We show proper conditioning when using GRIS over randomized conditional domains and how to formulate a joint unbiased contribution weight for unbiased integration. To show our theory has practical impact, we prototype a modified ReSTIR PT with a final gather pass. This reuses subpaths, postponing reuse at least one bounce along each light path. As in photon mapping, such a final gather reduces blotchy artifacts from sample correlation and reduced correlation improves the behavior of modern denoisers on ReSTIR PT signals

    SHORT EPISODES OF CRUST GENERATION DURING PROTRACTED ACCRETIONARY PROCESSES: EVIDENCE FROM CENTRAL ASIAN OROGENIC BELT, NW CHINA

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    continental crust but the spatial and temporal distribution of crust generation within individual orogens remains poorly constrained. Paleozoic (~540–270 Ma) granitic rocks from the Alati, Junggar and Chinese Tianshan segments of the Central Asian Orogenic Belt (CAOB) have markedly bimodal age frequency distributions with peaks of ages at ~400 Ma and 280 Ma for the Altai segment, and ~430 Ma and 300 Ma for the Junggar and Chinese Tianshan segments. Most of the magma was generated in short time intervals (~20–40 Ma), and variations in magma volumes and in Nd–Hf isotope ratios are taken to reflect variable rates of new crust generation within a long-lived convergent plate setting.Accretionary orogens are major sites of generation of continental crust but the spatial and temporal distribution of crust generation within individual orogens remains poorly constrained. Paleozoic (~540–270 Ma) granitic rocks from the Alati, Junggar and Chinese Tianshan segments of the Central Asian Orogenic Belt (CAOB) have markedly bimodal age frequency distributions with peaks of ages at ~400 Ma and 280 Ma for the Altai segment, and ~430 Ma and 300 Ma for the Junggar and Chinese Tianshan segments. Most of the magma was generated in short time intervals (~20–40 Ma), and variations in magma volumes and in Nd–Hf isotope ratios are taken to reflect variable rates of new crust generation within a long-lived convergent plate setting

    Glossy Probe Reprojection for Interactive Global Illumination

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    International audienceRecent rendering advances dramatically reduce the cost of global illumination. But even with hardware acceleration, complex light paths with multiple glossy interactions are still expensive; our new algorithm stores these paths in precomputed light probes and reprojects them at runtime to provide interactivity. Combined with traditional light maps for diffuse lighting our approach interactively renders all light paths in static scenes with opaque objects. Naively reprojecting probes with glossy lighting is memory-intensive, requires efficient access to the correctly reflected radiance, and exhibits problems at occlusion boundaries in glossy reflections. Our solution addresses all these issues. To minimize memory, we introduce an adaptive light probe parameterization that allocates increased resolution for shinier surfaces and regions of higher geometric complexity. To efficiently sample glossy paths, our novel gathering algorithm reprojects probe texels in a view-dependent manner using efficient reflection estimation and a fast rasterization-based search. Naive probe reprojection often sharpens glossy reflections at occlusion boundaries, due to changes in parallax. To avoid this, we split the convolution induced by the BRDF into two steps: we precompute probes using a lower material roughness and apply an adaptive bilateral filter at runtime to reproduce the original surface roughness. Combining these elements, our algorithm interactively renders complex scenes while fitting in the memory, bandwidth, and computation constraints of current hardware
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