311 Hits in 6.8 sec

Realistic Water Volumes in Real-Time [article]

Lionel Baboud, Xavier Décoret
2006 Eurographics Workshop on Natural Phenomena  
Our method is a simplified raytracing approach which correctly handles reflections and refractions and allows us to render complex effects such as light absorption, refracted shadows and refracted caustics  ...  We present a real-time technique to render realistic water volumes. Water volumes are represented as the space enclosed between a ground heightfield and an animable water surface heightfield.  ...  Using adaptations of recent techniques for heightfield rendering, complex effects like reflections, refractions, light absorption, refracted shadows and caustics can be efficiently simulated in real-time  ... 
doi:10.2312/nph/nph06/025-032 fatcat:y6dwxhkawfbq3p3sy5wrla22sa

Interactive Screen-Space Accurate Photon Tracing on GPUs [article]

Jens Krüger, Kai Bürger, Rüdiger Westermann
2006 Symposium on Rendering  
This paper extends on this work in that it presents a new method to directly render caustics on complex objects, to compute one or several refractions at such objects and to simulate caustics shadowing  ...  Recent advances in algorithms and graphics hardware have opened the possibility to render caustics at interactive rates on commodity PCs.  ...  Figure 13 : 13 Figure 13: Refractions and reflections at a water surface. Table 1 1 lists timings for the rendering of refracting objects using the proposed method.  ... 
doi:10.2312/egwr/egsr06/319-329 fatcat:o6x4rnh77zfybnsj3nhwrmrs3q

Complex Water Effects at Interactive Frame Rates

Jörn Loviscach
2003 International Conference in Central Europe on Computer Graphics and Visualization  
We present a simulation and visualization method which goes a long way towards physical reality, e. g. by producing Kelvin ship waves and displaying images of real caustics on the water surface.  ...  Due to the complexity of the effects, it is difficult to achieve photorealism and physically correct motion in interactive 3-D water simulations.  ...  A fast method to render the water surface would be to use a single large quadrangle with an appropriate texture.  ... 
dblp:conf/wscg/Loviscach03 fatcat:oivvt3ift5cijefcw422temeou

Real-Time Rendering of Point Based Water Surfaces [chapter]

Kei Iwasaki, Yoshinori Dobashi, Fujiichi Yoshimoto, Tomoyuki Nishita
2006 Lecture Notes in Computer Science  
In addition to rendering the point based water surfaces, the use of the GPU permits efficient simulation of optical effects such as refraction, reflection, and caustics.  ...  To address this, we present a real-time method for rendering water surfaces resulting from particle-based simulation.  ...  Acknowledgements We thank Prometech Software Inc. for providing MPS simulation data and thank Kaori Ono and Yoshitaka Moro for their help.  ... 
doi:10.1007/11784203_9 fatcat:jk5gxqynhzdw3dprm34lnzcobe

GPU-based Ocean Rendering

Yung-feng Chiu, Chun-fa Chang
2006 2006 IEEE International Conference on Multimedia and Expo  
The object-space wave sampling approach allows us to produce sophisticated optical effects for shallow water and implement a state-preserving particle system for simulating spray motions interactively.  ...  We present efficient algorithms for real-time rendering of ocean using the newest features of programmable graphics processors (GPU).  ...  Belyaev [1] proposed a real-time rendering method for the correct colors of water and refracted water bottom surfaces.  ... 
doi:10.1109/icme.2006.262655 dblp:conf/icmcs/ChiuC06 fatcat:5gwjfhmmebhcfk6puux7nialyq

Adaptive Spectral Mapping for Real-Time Dispersive Refraction [chapter]

Damon Blanchette, Emmanuel Agu
2012 Lecture Notes in Computer Science  
Caustics, the focusing and de-focusing of light through a refractive medium, can be interpreted as a special case of dispersion where all the wavelengths travel together.  ...  A method is presented that runs in screen-space and is fast enough to display plausible dispersion phenomena in real-time at interactive frame rates. i Acknowledgments I would like to thank my adviser,  ...  Depth textures of front and back-facing surfaces of the refractive objects are also needed, along with a depth texture of the background geometry.  ... 
doi:10.1007/978-3-642-33179-4_9 fatcat:y6c2nedsyzf7lbqrxtsjfzon3q


Kevan Vanderstichelen
This technique is inspired by other real-time caustics paper out there and provides a similar method with different approaches.  ...  Caustics is a fundamental property of realism in computer graphics. One of the greatest challenges to render this phenomenon at interactable framerates.  ...  The Spectral dispersion material and caustics is very expensive at the moment, more work could be put into it for example estimating the dispersion on the material and the caustics.  ... 
doi:10.6084/m9.figshare.13605857.v1 fatcat:fdr5tuefqvhl7hapezptlq5jx4

Interactive Dynamic Volume Illumination with Refraction and Caustics

Jens G. Magnus, Stefan Bruckner
2018 IEEE Transactions on Visualization and Computer Graphics  
In this thesis, we present a novel approach for refractive volume illumination including caustics capable of interactive frame rates.  ...  In recent years, significant progress has been made in developing high-quality interactive methods for realistic volume illumination.  ...  In this thesis we aim to enable interactive rendering of refraction and present an approach capable of rendering refracted illumination for volume rendering at interactive frame rates.  ... 
doi:10.1109/tvcg.2017.2744438 pmid:28866548 fatcat:yw3ng5a3wrgktmzf4cbo2i6tjm

Interactive image-space techniques for approximating caustics

Chris Wyman, Scott Davis
2006 Proceedings of the 2006 symposium on Interactive 3D graphics and games - SI3D '06  
Figure 1 : Our approach to interactive caustics builds off work for interactive reflections and refractions.  ...  The first pass renders (a) the view from the light, (b) a depth map for shadow mapping, and (c) final photon locations into buffers.  ...  Some interesting areas for future work include applying shadow mapping variants (e.g., adaptive shadow maps [Fernando et al. 2001 ] and perspective shadow maps [Stamminger and Drettakis 2002] ) to focus  ... 
doi:10.1145/1111411.1111439 dblp:conf/si3d/WymanD06 fatcat:4q65ii5nvrhehc2za2bf6dtkmi

A phenomenological scattering model for order-independent transparency

Morgan McGuire, Michael Mara
2016 Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games - I3D '16  
colored shadows, caustics, partial coverage, diffusion, and refraction.  ...  Center) Colored transmission with multiple layers of refraction and reflection and colored shadows with caustics.  ...  statements on each image; Cem Yuksel for the hair model; and Guillermo Llaguno for San Miguel.  ... 
doi:10.1145/2856400.2856418 dblp:conf/si3d/McGuireM16 fatcat:5nxe7i4thbhwne6ys6znqhshsm

Refraction of Water Surface Intersecting Objects in Interactive Environments [article]

Hilko Cords
2007 Workshop on Virtual Reality Interactions and Physical Simulations  
Since we are using per-pixel reflection and refraction mapping, our multi-pass, image-based technique is suitable for GPU-based implementations.  ...  Taking the surface boundary into account, our method allows the rendering of single reflections and single refractions of objects even intersecting the water surface, including a physically approximative  ...  , caustics and rendering.  ... 
doi:10.2312/pe/vriphys/vriphys07/059-068 dblp:conf/vriphys/Cords07 fatcat:s2v3c2bbcjglhem5ddiku5rhuu

Specular Effects on the GPU: State of the Art

László Szirmay-Kalos, Tamás Umenhoffer, Gustavo Patow, László Szécsi, Mateu Sbert
2009 Computer graphics forum (Print)  
This survey reviews algorithms that can render specular, i.e. mirror reflections, refractions, and caustics on the GPU.  ...  We establish a taxonomy of methods based on the three main different ways of representing the scene and computing ray intersections with the aid of the GPU, including ray tracing in the original geometry  ...  This work has been supported by the National Office for Research and Technology, Hewlett-Packard, OTKA K-719922 (Hungary), TIN2007-67120 and TIN2007-68066-C04-01 from the Spanish Government, and by the  ... 
doi:10.1111/j.1467-8659.2009.01350.x fatcat:ueltm7a3pfcbdebw3bvxbpcpeu

Reflective and Refractive Objects for Mixed Reality

Martin Knecht, Christoph Traxler, Christoph Winklhofer, Michael Wimmer
2013 IEEE Transactions on Visualization and Computer Graphics  
Another method is able to calculate two refractions in real-time, and the third method uses small quads to create caustic effects.  ...  The method runs at real-time frame rates, and the results show that reflective and refractive objects with caustics improve the overall impression for MR scenarios.  ...  Another method proposed by Tawara and Ono [19] showed caustics cast by virtual water in an augmented-reality setup. However, the method does not take surrounding illumination into account.  ... 
doi:10.1109/tvcg.2013.39 pmid:23428441 fatcat:qql3atbuojcafoaptiekhvpkma

Real-time volume caustics with adaptive beam tracing

Gábor Liktor, Carsten Dachsbacher
2011 Symposium on Interactive 3D Graphics and Games on - I3D '11  
FPS 23 FPS 26 FPS Figure 1 : Our method renders surface and volume caustics using approximate beam tracing.  ...  In this paper we present a novel adaptive and scalable algorithm for rendering surface and volume caustics in single-scattering participating media at real-time frame rates.  ...  This buffer holds the diffuse surface colors and view-space depth values (z-coordinate) of the caustics receivers.  ... 
doi:10.1145/1944745.1944753 dblp:conf/si3d/LiktorD11 fatcat:rnbiihjukfhcpkemggxm5mhzbq

Computer Graphics Techniques for Realistic Modeling, Rendering and Animation of Water. Part II: 1989–1997 [chapter]

A. Iglesias
2002 Lecture Notes in Computer Science  
This work concerns the realistic modeling, rendering and animation of water.  ...  The paper, which has been organized for clarity into two different periods, follows on from a previous one dedicated to the same topic during the period 1980-88 [11] .  ...  The water was rendered using caustic shading that simulates the refraction of illuminating rays at the water surface.  ... 
doi:10.1007/3-540-46080-2_20 fatcat:n5givp7cjfdzbfcy45kc5v4niu
« Previous Showing results 1 — 15 out of 311 results