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Article Dans Une Revue IEEE Transactions on Visualization and Computer Graphics Année : 2020

Precomputed Multiple Scattering for Rapid Light Simulation in Participating Media

Résumé

Rendering translucent materials is costly: light transport algorithms need to simulate a large number of scattering events inside the material before reaching convergence. The cost is especially high for materials with a large albedo or a small mean-free-path, where higher-order scattering effects dominate. We present a new method for fast computation of global illumination with participating media. Our method uses precomputed multiple scattering effects, stored in two compact tables. These precomputed multiple scattering tables are easy to integrate with any illumination simulation algorithm. We give examples for virtual ray lights (VRL), photon mapping with beams and paths (UPBP), Metropolis Light Transport with Manifold Exploration (MEMLT). The original algorithms are in charge of low-order scattering, combined with multiple scattering computed using our table. Our results show significant improvements in convergence speed and memory costs, with negligible impact on accuracy.
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Dates et versions

hal-01970399 , version 1 (05-01-2019)

Identifiants

Citer

Beibei Wang, Liangsheng Ge, Nicolas Holzschuch. Precomputed Multiple Scattering for Rapid Light Simulation in Participating Media. IEEE Transactions on Visualization and Computer Graphics, 2020, 26 (7), pp.2456-2470. ⟨10.1109/TVCG.2018.2890466⟩. ⟨hal-01970399⟩
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