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Real-Time Caustics
2003
Computer graphics forum (Print)
We present a new algorithm to render caustics. The algorithm discretizes the specular surfaces into sample points. Each of the sample points is treated as a pinhole camera that projects an image of the incoming light onto the diffuse receiver surfaces. Anti-aliasing is performed by considering the local surface curvature at the sample points to filter the projected images. The algorithm can be implemented using programmable texture mapping hardware. It allows to render caustics in fully dynamic scenes in real-time on current PC hardware.
doi:10.1111/1467-8659.t01-2-00709
fatcat:f6ddmyt4tzbkzgeytr3v4nuasa