Spectral Ray Differentials
Date
2014Author
Elek, Oskar
Bauszat, Pablo
Ritschel, Tobias
Magnor, Marcus
Seidel, Hans-Peter
Metadata
Show full item recordAbstract
Light refracted by a dispersive interface leads to beautifully colored patterns that can be rendered faithfully with spectral Monte-Carlo methods. Regrettably, results often suffer from chromatic noise or banding, requiring high sampling rates and large amounts of memory compared to renderers operating in some trichromatic color space. Addressing this issue, we introduce spectral ray differentials, which describe the change of light direction with respect to changes in the spectrum. In analogy with the classic ray and photon differentials, this information can be used for filtering in the spectral domain. Effectiveness of our approach is demonstrated by filtering for offline spectral light and path tracing as well as for an interactive GPU photon mapper based on splatting. Our results show considerably less chromatic noise and spatial aliasing while retaining good visual similarity to reference solutions with negligible overhead in the order of milliseconds.
BibTeX
@article {10.1111:cgf.12418,
journal = {Computer Graphics Forum},
title = {{Spectral Ray Differentials}},
author = {Elek, Oskar and Bauszat, Pablo and Ritschel, Tobias and Magnor, Marcus and Seidel, Hans-Peter},
year = {2014},
publisher = {The Eurographics Association and John Wiley and Sons Ltd.},
ISSN = {1467-8659},
DOI = {10.1111/cgf.12418}
}
journal = {Computer Graphics Forum},
title = {{Spectral Ray Differentials}},
author = {Elek, Oskar and Bauszat, Pablo and Ritschel, Tobias and Magnor, Marcus and Seidel, Hans-Peter},
year = {2014},
publisher = {The Eurographics Association and John Wiley and Sons Ltd.},
ISSN = {1467-8659},
DOI = {10.1111/cgf.12418}
}