2018
DOI: 10.1109/tvcg.2017.2768525
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Point-Based Rendering for Homogeneous Participating Media with Refractive Boundaries

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… Show more

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Cited by 8 publications
(36 citation statements)
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References 47 publications
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“…Donner et al [13] precomputed the material response on the surface as a function of material properties, surface position and outgoing direction. Instead of computing response on the surface, Wang et al [14] and Wang and Holzschuch [6] assumed an infinite medium and stored multiple scattering response in a precomputed table, as a function of position and outgoing direction. Wang and Holzschuch [4] then combined this precomputed table with several illumination simulation algorithms.…”
Section: Precomputation-based Methodsmentioning
confidence: 99%
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“…Donner et al [13] precomputed the material response on the surface as a function of material properties, surface position and outgoing direction. Instead of computing response on the surface, Wang et al [14] and Wang and Holzschuch [6] assumed an infinite medium and stored multiple scattering response in a precomputed table, as a function of position and outgoing direction. Wang and Holzschuch [4] then combined this precomputed table with several illumination simulation algorithms.…”
Section: Precomputation-based Methodsmentioning
confidence: 99%
“…The dipole approximation [3] is fast, but involves too much approximation of material behavior. Precomputing the material response for multiple scattering [4], [5], [6] integrates well with existing rendering algorithms, allowing separate computation for single-and double-scattering along with fast computation for multiple scattering. The main issue with these methods concerns efficient storage for the precomputed multiple scattering data.…”
Section: Introductionmentioning
confidence: 99%
“…Adapting the kernel size to frequency information allows us to provide sharp volume caustics with much fewer volume samples, greatly reducing both the memory footprint and the cost of the preprocessing step. Our method provides pictures with better quality and smaller computation time compared to Wang et al [3].…”
Section: Introductionmentioning
confidence: 92%
“…These methods are accurate, but also very expensive and highly dependent on scene complexity (triangle count). Point based methods by Wang et al [3] are faster and solve for both high-order scattering (more than two scattering events) and low-order scattering, including single scattering. They work in two steps: in a preprocessing step, they distribute volume samples, caching both the geometry and illumination information, and organize them into a spatial hierarchy.…”
Section: Introductionmentioning
confidence: 99%
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