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Point-Based Rendering for Homogeneous Participating Media with Refractive Boundaries

Beibei Wang 1, 2 Nicolas Holzschuch 3
3 MAVERICK - Models and Algorithms for Visualization and Rendering
Inria Grenoble - Rhône-Alpes, LJK - Laboratoire Jean Kuntzmann, INPG - Institut National Polytechnique de Grenoble
Abstract : Illumination effects in translucent materials are a combination of several physical phenomena: refraction at the surface, absorption and scattering inside the material. Because refraction can focus light deep inside the material, where it will be scattered, practical illumination simulation inside translucent materials is difficult. In this paper, we present an a Point-Based Global Illumination method for light transport on homogeneous translucent materials with refractive boundaries. We start by placing light samples inside the translucent material and organizing them into a spatial hierarchy. At rendering, we gather light from these samples for each camera ray. We compute separately the sample contributions for single, double and multiple scattering, and add them. We present two implementations of our algorithm: an offline version for high-quality rendering and an interactive GPU implementation. The offline version provides significant speed-ups and reduced memory footprints compared to state-of-the-art algorithms, with no visible impact on quality. The GPU version yields interactive frame rates: 30 fps when moving the viewpoint, 25 fps when editing the light position or the material parameters.
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Submitted on : Friday, November 3, 2017 - 6:43:38 AM
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Beibei Wang, Nicolas Holzschuch. Point-Based Rendering for Homogeneous Participating Media with Refractive Boundaries. IEEE Transactions on Visualization and Computer Graphics, Institute of Electrical and Electronics Engineers, 2018, 24 (10), pp.2743-2757. ⟨10.1109/TVCG.2017.2768525⟩. ⟨hal-01628188⟩



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