Efficient light transport simulation in participating media is challenging in general, but especially if the medium is heterogeneous and exhibits significant multiple anisotropic scattering. We present Principal-Ordinates Propagation, a novel finite-element method that achieves real-time rendering speeds on modern GPUs without imposing any significant restrictions on the rendered participated medium. We achieve this by dynamically decomposing all illumination into directional and point light sources, and propagating the light from these virtual sources in independent discrete propagation domains. These are individually aligned with approximate principal directions of light propagation from the respective light sources. Such decomposition allows us to use a very simple and computationally efficient unimodal basis for representing the propagated radiance, instead of using a general basis such as spherical harmonics. The resulting approach is biased but physically plausible, and largely reduces the rendering artifacts inherent to existing finite-element methods. At the same time it allows for virtually arbitrary scattering anisotropy, albedo, and other properties of the simulated medium, without requiring any precomputation.
CaG Article (20.7 MB) |
Supplement (0.2 MB) |
Oskar Elek, Tobias Ritschel, Carsten Dachsbacher, Hans-Peter Seidel Principal-Ordinates Propagation for Real-Time Rendering of Participating Media Computers and Graphics 45, December 2014 |
@article{ElekCAG2014,
author = {Oskar Elek and Tobias Ritschel and Carsten Dachsbacher and Hans-Peter Seidel},
title = {Principal-Ordinates Propagation for Real-Time Rendering of Participating Media},
journal = {Computers \& Graphics},
volume = {45},
doi = {10.1016/j.cag.2014.08.003},
publisher = {Pergamon Press, Inc.},
year = {2014}
}
Efficient light transport simulation in participating media is challenging in general, but especially if the medium is heterogeneous and exhibits significant multiple anisotropic scattering. We present a novel finite-element method that achieves interactive rendering speeds on modern GPUs without imposing any significant restrictions on the rendered participated medium. We achieve this by dynamically decomposing all illumination into directional and point light sources, and propagating the light from these virtual sources in independent discrete propagation volumes. These are individually aligned with approximate principal directions of light propagation from the respective light sources. Such decomposition allows us to use a very simple and computationally efficient unimodal basis for representing the propagated radiance, instead of using a general basis such as Spherical Harmonics. The presented approach is biased but physically plausible, and largely reduces rendering artifacts inherent to standard finite-element methods while allowing for virtually arbitrary scattering anisotropy and other properties of the simulated medium, without requiring any precomputation.
GI Paper (15.8 MB) |
Supplement (0.2 MB) |
Video (60 MB) |
Slides (67 MB) |
Slides (3.1 MB) |
The video demonstrates several scenes corresponding to some of the figures in the paper (running elephant, train smoke/steam, clouds). It was captured online at cca. 10 FPS on NVidia GTX 485 Mobile GPU. All settings used in the video are identical to the ones used to generate the corresponding figures. For more details see the youtube page.
Oskar Elek, Tobias Ritschel, Carsten Dachsbacher, Hans-Peter Seidel Interactive Light Scattering with Principal-Ordinate Propagation Proc. Graphics Interface, Motreal/Quebec/Canada, May 2014 (Michael A. J. Sweeney Award 2014: Best Student Paper) |
@inproceedings{ElekGI2014,
author = {Oskar Elek and Tobias Ritschel and Carsten Dachsbacher and Hans-Peter Seidel},
title = {Interactive Light Scattering with Principal-Ordinate Propagation},
booktitle = {Proceedings of Graphics Interface},
address = {Montreal/Quebec/Canada},
year = {2014}
}