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Published byAdele Phillips Modified over 9 years ago
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Caustics Triangles on the GPU Umenhoffer Tamás Gustavo Patow Szirmay-Kalos László
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CGI2 2008 Caustics – Causticus – Kaustikos
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CGI3 2008 Generation of caustic paths specular gathering specular shooting
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CGI4 2008 Caustic generation on the GPU Multipass synthesis (Arvo, Jensen, Shirley) Photon tracing from the light sources: Photon map Final gathering for the camera Ray tracing on the GPU: How? Ray tracing of the original geometry: Ray engine(Carr02), Regular grid (Purcell02), octree (Meseth05), kd-tree (Foley05, Popov07, Zhou08), BVH (Carr06), ray-hierarchy (Szécsi06,Roger07). Ray tracing of the sampled geometry: Shadow map (Shah06,Wyman06), Height map (Oliveira04), Distance map, Layered Depth Image (Krüger06) or layered cube maps (Umenhoffer07)
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CGI5 2008 distance Ray tracing on distance maps
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CGI6 2008 Linear search (marching) R d x r = x + Rd undershoot: |r|<|r’|=distMap(r) overshoot: |r|>|r’|=distMap(r) r r’
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CGI7 2008 Linear search (marching) d = |x||R||x||R| t 1-t R x
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CGI8 2008 Secant search
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CGI9 2008 Photon power distribution Where to store photons? – neighborhood! Object space (Purcell03), texture space(Szirmay05), ray space (Krüger06), shadow map space (Shah06), This paper: cube map space How to filter? Nearest neighbor search (Jensen95, Purcell03, Zhou08), splatting (all others), This paper: caustic triangles. rightsmalllarge
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CGI10 2008 Photon tracing Hit location power Triangle area
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CGI11 2008 Filtering Photon hits Vertex shader Pixel shader Triangles with dummy vertices Vertices on the cube map face Additive blending
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CGI12 2008 Final gathering
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CGI13 2008 Results 60 FPS (NV6800)
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CGI14 2008 Conclusions Caustic generation algorithm Stores and filters photon hits in the space of the cube map used to trace rays Good neighborhood: during filtering visibility from the caustic generator is also taken into account Renders caustic triangles instead of splatting No overblurring Continuous signal automatically caustic triangle = adaptive filter
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