The Visual Computer

, Volume 25, Issue 5–7, pp 559–564 | Cite as

Fast real-time caustics from height fields

Original Article

Abstract

Caustics are crucial in water rendering, yet they are often neglected in real-time applications due to the demanding computational requirements of the general-purpose caustics computation methods. In this paper we present a two-pass algorithm for caustics computation that is extremely fast and produces high-quality results. Our algorithm is targeted for commonly used height field representations of water and a planar caustic-receiving surface. The underlying theory of our approach is presented along with implementation details and pseudo codes.

Keywords

Caustics Real-time water rendering GPU algorithms Height fields 

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Kajiya, J.T.: The rendering equation. SIGGRAPH Comput. Graph. 20(4), 143–150 (1986) CrossRefGoogle Scholar
  2. 2.
    Arvo, J.: Backward ray tracing. In: In ACM SIGGRAPH 86 Course Notes—Developments in Ray Tracing (1986) Google Scholar
  3. 3.
    Inakage, M.: Reflection and refraction model for ray tracing. In: In ACM SIGGRAPH 86 Course Notes—Developments in Ray Tracing (1986) Google Scholar
  4. 4.
    Mitchell, D., Hanrahan, P.: Illumination from curved reflectors. In: Proceedings of SIGGRAPH ’92, pp. 283–291 (1992) Google Scholar
  5. 5.
    Jensen, H.W.: Realistic Image Synthesis Using Photon Mapping. A.K. Peters, Natick (2001) MATHGoogle Scholar
  6. 6.
    Szirmay-Kalos, L., Aszódi, B., Lazányi, I., Premecz, M.: Approximate ray-tracing on the gpu with distance impostors. Comput. Graph. Forum 24(3), 695–704 (2005) CrossRefGoogle Scholar
  7. 7.
    Wyman, C., Davis, S.: Interactive image-space techniques for approximating caustics. In: Proceedings of I3D ’06, pp. 153–160 (2006) Google Scholar
  8. 8.
    Shah, M.A., Konttinen, J., Pattanaik, S.: Caustics mapping: An image-space technique for real-time caustics. IEEE Trans. Vis. Comput. Graph. 13(2), 272–280 (2007) CrossRefGoogle Scholar
  9. 9.
    Wyman, C.: Hierarchical caustic maps. In: Proceedings of SI3D ’08, pp. 163–171 (2008) Google Scholar
  10. 10.
    Stam, J.: Random caustics: natural textures and wave theory revisited. In: Proceedings of SIGGRAPH ’96, p. 150 (1996) Google Scholar
  11. 11.
    Heckbert, P.S., Hanrahan, P.: Beam tracing polygonal objects. In: Proceedings of SIGGRAPH ’84, pp. 119–127 (1984) Google Scholar
  12. 12.
    Watt, M.: Light-water interaction using backward beam tracing. In: Proceedings of SIGGRAPH ’90, pp. 377–385 (1990) Google Scholar
  13. 13.
    Nishita, T., Nakamae, E.: Method of displaying optical effects within water using accumulation buffer. In: Proceedings of SIGGRAPH ’94, pp. 373–379 (1994) Google Scholar
  14. 14.
    Iwasaki, K., Nishita, T., Dobashi, Y.: Efficient rendering of optical effects within water using graphics hardware. In: Proceedings of Pacific Graphics ’01, p. 374 (2001) Google Scholar
  15. 15.
    Ernst, M., Akenine-Möller, T., Jensen, H.W.: Interactive rendering of caustics using interpolated warped volumes. In: GI ’05: Proceedings of Graphics Interface 2005, pp. 87–96 (2005) Google Scholar
  16. 16.
    Guardado, J., Sanchez-Crespo, D.: Rendering water caustics. In: Fernando, R. (ed.) GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics. Pearson Higher Education, Upper Sadle River (2004). Chap. 2 Google Scholar

Copyright information

© Springer-Verlag 2009

Authors and Affiliations

  1. 1.Texas A&M UniversityCollege StationUSA

Personalised recommendations