2024-03-29T07:11:21Zhttps://ipsj.ixsq.nii.ac.jp/ej/?action=repository_oaipmhoai:ipsj.ixsq.nii.ac.jp:001784142023-04-27T10:00:04Z01164:03206:09098:09099
Real-time caustics rendering in large marine environmentsReal-time caustics rendering in large marine environmentsenghttp://id.nii.ac.jp/1001/00178326/Technical Reporthttps://ipsj.ixsq.nii.ac.jp/ej/?action=repository_action_common_download&item_id=178414&item_no=1&attribute_id=1&file_no=1Copyright (c) 2017 by the Information Processing Society of JapanOsaka Prefecture UniversityOsaka Prefecture UniversityKillian, GuerinMasao, IzumiSimulating caustics is a challenging and computationally expensive task. This paper introduces a real-time method to simulate caustics in large marine environments, depending on the surface producing these light effects. Inspired by existing techniques, it tries to improve the quality without adding too much constraint on the GPU. Caustics are first approximated using a lookup at the water surface's informations. For a given underwater point, we deduce a light strength coefficient by comparing a refraction ray with the global light's direction. Past techniques does the refraction ray computing by assuming the underwater surface is a plane. By modifying the way we seek surface informations in our textures, we can generalize this technique to more complex surfaces. Then, by refining formulas in our computing, we tend to improve the results. Another aspect we added to this algorithm is the god rays generation. By using the caustic rendering method on sample points projected unto a grid defined by planes, it is possible to have a stable volumetric alike rendering underwater.Simulating caustics is a challenging and computationally expensive task. This paper introduces a real-time method to simulate caustics in large marine environments, depending on the surface producing these light effects. Inspired by existing techniques, it tries to improve the quality without adding too much constraint on the GPU. Caustics are first approximated using a lookup at the water surface's informations. For a given underwater point, we deduce a light strength coefficient by comparing a refraction ray with the global light's direction. Past techniques does the refraction ray computing by assuming the underwater surface is a plane. By modifying the way we seek surface informations in our textures, we can generalize this technique to more complex surfaces. Then, by refining formulas in our computing, we tend to improve the results. Another aspect we added to this algorithm is the god rays generation. By using the caustic rendering method on sample points projected unto a grid defined by planes, it is possible to have a stable volumetric alike rendering underwater.AN10100541研究報告コンピュータグラフィックスとビジュアル情報学(CG)2017-CG-1666162017-03-062188-89492017-03-03