Precomputed Multiple Scattering for Rapid Light Simulation in Participating Media - Inria - Institut national de recherche en sciences et technologies du numérique
Journal Articles IEEE Transactions on Visualization and Computer Graphics Year : 2020

Precomputed Multiple Scattering for Rapid Light Simulation in Participating Media

Abstract

Rendering translucent materials is costly: light transport algorithms need to simulate a large number of scattering events inside the material before reaching convergence. The cost is especially high for materials with a large albedo or a small mean-free-path, where higher-order scattering effects dominate. We present a new method for fast computation of global illumination with participating media. Our method uses precomputed multiple scattering effects, stored in two compact tables. These precomputed multiple scattering tables are easy to integrate with any illumination simulation algorithm. We give examples for virtual ray lights (VRL), photon mapping with beams and paths (UPBP), Metropolis Light Transport with Manifold Exploration (MEMLT). The original algorithms are in charge of low-order scattering, combined with multiple scattering computed using our table. Our results show significant improvements in convergence speed and memory costs, with negligible impact on accuracy.
Fichier principal
Vignette du fichier
prevrlMain.pdf (40.29 Mo) Télécharger le fichier
Vignette du fichier
reps.jpg (312.11 Ko) Télécharger le fichier
Origin Files produced by the author(s)
Format Figure, Image
Origin Files produced by the author(s)
Loading...

Dates and versions

hal-01970399 , version 1 (05-01-2019)

Identifiers

Cite

Beibei Wang, Liangsheng Ge, Nicolas Holzschuch. Precomputed Multiple Scattering for Rapid Light Simulation in Participating Media. IEEE Transactions on Visualization and Computer Graphics, 2020, 26 (7), pp.2456-2470. ⟨10.1109/TVCG.2018.2890466⟩. ⟨hal-01970399⟩
474 View
315 Download

Altmetric

Share

More