Skip to main navigation Skip to search Skip to main content

GPU-based refraction and caustics rendering on depth textures

  • Baoquan Liu
  • , Bin Sheng
  • , Hanqiu Sun
  • , Enhua Wu

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

1 Citation (Scopus)

Abstract

This paper presents a new technique for realtime rendering refraction and caustics effects. The algorithm can directly render complex objects represented by polygonal meshes without any precalculation, and allows the objects to be deformed dynamically through user interactions. Also, caustic patterns are rendered in the depth texture space. We accurately trace the photons' path and calculate the energy carried by the photons. As a result the caustic patterns are calculated without post-processing and temporal filtering over neighboring frames. Our technique can handle both the convex objects and concave objects, for the convex objects, the ray-convex-surface intersection is calculated by using a binary search algorithm; for the concave objects, the ray-concave-surface intersection is done by a linear search followed by a binary-search refinement step. The caustics can be also rendered for non-uniform deformation of both refractive object and receiver surface, allowing the interactive change of light and camera in terms of position and direction.
Original languageEnglish
Title of host publicationnan
PublisherAssociation for Computing Machinery
ISBN (Electronic)9781605589121
ISBN (Print)9781605589121
DOIs
Publication statusPublished - 1 Jan 2009
EventACM International Conference on Virtual Reality Continuum and its Applications (ACM VRCIA 2009) -
Duration: 1 Jan 2009 → …

Conference

ConferenceACM International Conference on Virtual Reality Continuum and its Applications (ACM VRCIA 2009)
Period1/01/09 → …
OtherACM International Conference on Virtual Reality Continuum and its Applications (ACM VRCIA 2009)

Keywords

  • rendering (computer graphics)

Fingerprint

Dive into the research topics of 'GPU-based refraction and caustics rendering on depth textures'. Together they form a unique fingerprint.

Cite this