Real-Time Rendering of Rough Refraction

Charles de Rousiers 1 Adrien Bousseau 2 Kartic Subr 3 Nicolas Holzschuch 4 Ravi Ramamoorthi 5
1 ARTIS - Acquisition, representation and transformations for image synthesis
Inria Grenoble - Rhône-Alpes, LJK - Laboratoire Jean Kuntzmann, INPG - Institut National Polytechnique de Grenoble
2 REVES - Rendering and virtual environments with sound
CRISAM - Inria Sophia Antipolis - Méditerranée
4 MAVERICK - Models and Algorithms for Visualization and Rendering
Inria Grenoble - Rhône-Alpes, LJK - Laboratoire Jean Kuntzmann, INPG - Institut National Polytechnique de Grenoble
Abstract : We present an algorithm to render objects made of transparent materials with rough surfaces in real-time, under all-frequency distant illumination. Rough surfaces cause wide scattering as light enters and exits objects, which significantly complicates the rendering of such materials. We present two contributions to approximate the successive scattering events at interfaces, due to rough refraction: First, an approximation of the Bidirectional Transmittance Distribution Function (BTDF), using spherical Gaussians, suitable for real-time estimation of environment lighting using pre-convolution; second, a combination of cone tracing and macro-geometry filtering to efficiently integrate the scattered rays at the exiting interface of the object. We demonstrate the quality of our approximation by comparison against stochastic ray-tracing. Furthermore we propose two extensions to our method for supporting spatially varying roughness on object surfaces and local lighting for thin objects.
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Charles de Rousiers, Adrien Bousseau, Kartic Subr, Nicolas Holzschuch, Ravi Ramamoorthi. Real-Time Rendering of Rough Refraction. IEEE Transactions on Visualization and Computer Graphics, Institute of Electrical and Electronics Engineers, 2012, 18 (10), pp.1591-1602. ⟨10.1109/TVCG.2011.282⟩. ⟨hal-00652076⟩

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