Light travelling though refractive objects can lead to beautiful colourful illumination patterns resulting from dispersion on the object interfaces. While this can be accurately simulated by stochastic Monte-Carlo methods, their application is costly and leads to significant chromatic noise. This is greatly improved by applying spectral ray differentials, however, at the cost of introducing bias into the solution. We propose progressive spectral ray differentials, adapting concepts from other progressive Monte-Carlo methods. Our approach takes full advantage of the variance-reduction properties of spectral ray differentials but progressively converges to the correct, unbiased solution in the limit.
VMV Paper (15 MB) |
Slides (static) (2.5 MB) |
Slides (animated) (120 MB) |
Caustic – Spectral Differentials (160 MB uncompressed) |
Basic MC convergence (pass) (69 MB uncompressed) |
Basic MC convergence (acc.) (69 MB uncompressed) |
SRD convergence (pass) (69 MB uncompressed) |
SRD convergence (acc.) (69 MB uncompressed) |
PSRD convergence (pass) (69 MB uncompressed) |
PSRD convergence (acc.) (69 MB uncompressed) |
Oskar Elek, Pablo Bauszat, Tobias Ritschel, Marcus Magnor, Hans-Peter Seidel Progressive Spectral Ray Differentials Proc. International Workshop on Vision, Modeling and Visualization (VMV) Darmstadt/Germany, October 2014 |
@inproceedings{ElekVMV2014,
author = {Oskar Elek and Pablo Bauszat and Tobias Ritschel and Marcus Magnor and Hans-Peter Seidel},
title = {Progressive Spectral Ray Differentials},
booktitle = {Proc. International Workshop on Vision, Modeling and Visualization},
address = {Darmstadt/Germany},
year = {2014},
url = {http://people.mpi-inf.mpg.de/~oelek/Papers/SpectralDifferentials/}
}
Light refracted by a dispersive interface leads to beautifully colored patterns that can be rendered faithfully with spectral Monte-Carlo methods. Regrettably, results often suffer from chromatic noise or banding, requiring high sampling rates and large amounts of memory compared to renderers operating in some trichromatic color space. Addressing this issue, we introduce spectral ray differentials, which describe the change of light direction with respect to changes in the spectrum. In analogy with the classic ray and photon differentials, this information can be used for filtering in the spectral domain. Effectiveness of our approach is demonstrated by filtering for offline spectral light and path tracing as well as for an interactive GPU photon mapper based on splatting. Our results show considerably less chromatic noise and spatial aliasing while retaining good visual similarity to reference solutions with negligible overhead in the order of milliseconds.
EGSR Paper (21 MB) |
Supplemental Material – Derivation (0.1 MB) |
Supplemental Material – Figures (22 MB) |
Slides (static) (3 MB) |
Slides (animated) (65 MB) |
Submission Video (10 MB MPEG4) |
Caustic – Spectral Decomposition (40 MB uncompressed) |
Caustic – Naive Sampling (160 MB uncompressed) |
Caustic – Spectral Differentials (160 MB uncompressed) |
This video demonstrates two interactive applications of the method: (1) Real-time rendering of dispersive caustics (using caustic maps) and (2) Interactive on-screen editing of caustics (brush controls the per-pixel dispersion magnitude).
Oskar Elek, Pablo Bauszat, Tobias Ritschel, Marcus Magnor, Hans-Peter Seidel Spectral Ray Differentials Computer Graphics Forum (Proc. EGSR), 33(4), Lyon/France, June 2014 Best Student Paper award |
@article{ElekEGSR2014,
author = {Oskar Elek and Pablo Bauszat and Tobias Ritschel and Marcus Magnor and Hans-Peter Seidel},
title = {Spectral Ray Differentials},
journal = {Computer Graphics Forum (Proceedings of EGSR)},
volume = {33},
number = {4},
year = {2014},
url = {http://people.mpi-inf.mpg.de/~oelek/Papers/SpectralDifferentials/}
}