Precomputed Multiple Scattering for Rapid Light Simulation in Participating Media

Rendering translucent materials is costly: light transport algorithms need to simulate a large number of scattering events inside the material before reaching convergence. The cost is especially high for materials with a large albedo or a small mean-free-path, where higher-order scattering effects d...

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Bibliographic Details
Published inIEEE transactions on visualization and computer graphics Vol. 26; no. 7; pp. 2456 - 2470
Main Authors Wang, Beibei, Ge, Liangsheng, Holzschuch, Nicolas
Format Journal Article
LanguageEnglish
Published United States IEEE 01.07.2020
The Institute of Electrical and Electronics Engineers, Inc. (IEEE)
Institute of Electrical and Electronics Engineers
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Online AccessGet full text
ISSN1077-2626
1941-0506
2160-9306
1941-0506
DOI10.1109/TVCG.2018.2890466

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Summary:Rendering translucent materials is costly: light transport algorithms need to simulate a large number of scattering events inside the material before reaching convergence. The cost is especially high for materials with a large albedo or a small mean-free-path, where higher-order scattering effects dominate. We present a new method for fast computation of global illumination with participating media. Our method uses precomputed multiple scattering effects, stored in two compact tables. These precomputed multiple scattering tables are easy to integrate with any illumination simulation algorithm. We give examples for virtual ray lights (VRL), photon mapping with beams and paths (UPBP), Metropolis Light Transport with Manifold Exploration (MEMLT). The original algorithms are in charge of low-order scattering, combined with multiple scattering computed using our table. Our results show significant improvements in convergence speed and memory costs, with negligible impact on accuracy.
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ISSN:1077-2626
1941-0506
2160-9306
1941-0506
DOI:10.1109/TVCG.2018.2890466