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Adaptive Caustic Maps Using Deferred Shading
Author(s) -
Wyman Chris,
Nichols Greg
Publication year - 2009
Publication title -
computer graphics forum
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.578
H-Index - 120
eISSN - 1467-8659
pISSN - 0167-7055
DOI - 10.1111/j.1467-8659.2009.01370.x
Subject(s) - caustic (mathematics) , rendering (computer graphics) , global illumination , adaptive sampling , computer science , computer graphics (images) , photon , optics , isosurface , sampling (signal processing) , computer vision , physics , artificial intelligence , mathematics , visualization , statistics , filter (signal processing) , monte carlo method , mathematical physics
Caustic maps provide an interactive image‐space method to render caustics, the focusing of light via reflection and refraction. Unfortunately, caustic mapping suffers problems similar to shadow mapping: aliasing from poor sampling and map projection as well as temporal incoherency from frame‐to‐frame sampling variations. To reduce these problems, researchers have suggested methods ranging from caustic blurring to building a multiresolution caustic map. Yet these all require a fixed photon sampling, precluding the use of importance‐based photon densities. This paper introduces adaptive caustic maps. Instead of densely sampling photons via a rasterization pass, we adaptively emit photons using a deferred shading pass. We describe deferred rendering for refractive surfaces, which speeds rendering of refractive geometry up to 25% and with adaptive sampling speeds caustic rendering up to 200%. These benefits are particularly noticable for complex geometry or using millions of photons. While developed for a GPU rasterizer, adaptive caustic map creation can be performed by any renderer that individually traces photons, e.g., a GPU ray tracer.