Interactive cloud rendering using temporally coherent photon mapping
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11320%2F12%3A10361263" target="_blank" >RIV/00216208:11320/12:10361263 - isvavai.cz</a>
Výsledek na webu
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DOI - Digital Object Identifier
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Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Interactive cloud rendering using temporally coherent photon mapping
Popis výsledku v původním jazyce
This work presents a novel interactive algorithm for simulation of light transport in clouds. Exploiting the high temporal coherence of the typical illumination and morphology of clouds we build on volumetric photon mapping, which we modify to allow for interactive rendering speeds - instead of building a fresh irregular photon map for every scene state change we accumulate photon contributions in a regular grid structure. This is then continuously being refreshed by re-shooting only a fraction of the total amount of photons in each frame. To maintain its temporal coherence and low variance, a low-resolution grid is initially used, and is then upsampled to the density field resolution on a physical basis in each frame. We also present a technique to store and reconstruct the angular illumination information by exploiting properties of the standard Henyey-Greenstein function, namely its ability to express anisotropic angular distributions with a single dominating direction. The presented method is physically-plausible, conceptually simple and comparatively easy to implement. Moreover, it operates only above the cloud density field, thus not requiring any precomputation, and handles all light sources typical for the given environment, i. e., where one of the light sources dominates.
Název v anglickém jazyce
Interactive cloud rendering using temporally coherent photon mapping
Popis výsledku anglicky
This work presents a novel interactive algorithm for simulation of light transport in clouds. Exploiting the high temporal coherence of the typical illumination and morphology of clouds we build on volumetric photon mapping, which we modify to allow for interactive rendering speeds - instead of building a fresh irregular photon map for every scene state change we accumulate photon contributions in a regular grid structure. This is then continuously being refreshed by re-shooting only a fraction of the total amount of photons in each frame. To maintain its temporal coherence and low variance, a low-resolution grid is initially used, and is then upsampled to the density field resolution on a physical basis in each frame. We also present a technique to store and reconstruct the angular illumination information by exploiting properties of the standard Henyey-Greenstein function, namely its ability to express anisotropic angular distributions with a single dominating direction. The presented method is physically-plausible, conceptually simple and comparatively easy to implement. Moreover, it operates only above the cloud density field, thus not requiring any precomputation, and handles all light sources typical for the given environment, i. e., where one of the light sources dominates.
Klasifikace
Druh
D - Stať ve sborníku
CEP obor
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OECD FORD obor
10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)
Návaznosti výsledku
Projekt
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Návaznosti
I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Ostatní
Rok uplatnění
2012
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název statě ve sborníku
Proceedings of Graphics Interface 2012
ISBN
978-1-4503-1420-6
ISSN
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e-ISSN
neuvedeno
Počet stran výsledku
8
Strana od-do
141-148
Název nakladatele
Canadian Information Processing Society
Místo vydání
Toronto, Ontario, Canada
Místo konání akce
Toronto, Ontario, Canada
Datum konání akce
28. 5. 2012
Typ akce podle státní příslušnosti
WRD - Celosvětová akce
Kód UT WoS článku
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