Precomputed Multiple Scattering for Rapid Light Simulation in Participating Media

Beibei Wang 1 Liangsheng Ge 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 : 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.
Type de document :
Article dans une revue
Transactions on Visualization & Computer Graphics (TVCG), 2018
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https://hal.inria.fr/hal-01970399
Contributeur : Beibei Wang <>
Soumis le : samedi 5 janvier 2019 - 07:46:33
Dernière modification le : jeudi 17 janvier 2019 - 11:26:44

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Beibei Wang, Liangsheng Ge, Nicolas Holzschuch. Precomputed Multiple Scattering for Rapid Light Simulation in Participating Media. Transactions on Visualization & Computer Graphics (TVCG), 2018. 〈hal-01970399〉

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