Adaptive Caustic Maps Using Deferred Shading
Chris Wyman, Greg Nichols
In Computer Graphics Forum, 28(2), 2009.
Abstract: 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.
Keyword(s): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism
Article URL: http://dx.doi.org/10.1111/j.1467-8659.2009.01370.x
BibTeX format:
@article{CGF:CGF1370,
  author = {Chris Wyman and Greg Nichols},
  title = {Adaptive Caustic Maps Using Deferred Shading},
  journal = {Computer Graphics Forum},
  volume = {28},
  number = {2},
  pages = {309--318},
  year = {2009},
}
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