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dc.contributor.authorXu, Xiaofengen_US
dc.contributor.authorWang, Luen_US
dc.contributor.authorWang, Beibeien_US
dc.contributor.editorChaine, Raphaëlleen_US
dc.contributor.editorDeng, Zhigangen_US
dc.contributor.editorKim, Min H.en_US
dc.date.accessioned2023-10-09T07:37:29Z
dc.date.available2023-10-09T07:37:29Z
dc.date.issued2023
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.14975
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf14975
dc.description.abstractCaustics are complex optical effects caused by the light being concentrated in a small area due to reflection or refraction on surfaces with low roughness, typically under a sharp light source. Rendering caustic effects is challenging for Monte Carlobased approaches, due to the difficulties of sampling the specular paths. One effective solution is using the specular manifold to locate these valid specular paths. Unfortunately, it needs many iterations to find these paths, leading to a long rendering time. To address this issue, our key insight is that the specular paths tend to be similar for neighboring shading points. To this end, we propose to reuse the specular paths spatially. More specifically, we generate some specular path samples with a low sample rate and then reuse these specular path samples as the initialization for specular manifold walk among neighboring shading points. In this way, much fewer specular path-searching iterations are performed, due to the efficient initialization close to the final solution. Furthermore, this reuse strategy can be extended for dynamic scenes in a temporal manner, such as light moving or specular geometry deformation. Our method outperforms current state-of-the-art methods and can handle multiple bounces of light and various scenes.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectCCS Concepts: Computing methodologies -> Rendering
dc.subjectComputing methodologies
dc.subjectRendering
dc.titleEfficient Caustics Rendering via Spatial and Temporal Path Reuseen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersDynamic Scenes
dc.description.volume42
dc.description.number7
dc.identifier.doi10.1111/cgf.14975
dc.identifier.pages10 pages


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  • 42-Issue 7
    Pacific Graphics 2023 - Symposium Proceedings

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