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Chris Wyman and
Shaun Ramsey. "Interactive Volumetric Shadows in Participating Media with Single-Scattering."
Proceedings of the IEEE Symposium on Interactive Ray Tracing, 87-92. (August 2008)
Paper: [ PDF (22 MB) ],
Talk: [ PDF (963 kB) ]
Videos: [ Bouncing Ball (18.5 MB),
Backlit Bunny (13.4 MB),
Yeah Right (25.5 MB) ]
Supplemental Material & Appendicies: [ Appendix A,
Appendix B,
GLSL Shader from Appendix A ]
Demo: [ Windows Executable (30.6 MB),
Code & Executable (31.6 MB),
README ]
Abstract:
Scattering effects arising from participating media, such as smoke,
haze, and fog, dramatically add to perceived realism in renderings.
As shadows affect illumination throughout an environment, they
significantly diminish scattering effects in umbral regions.
Unlike surface shadowing, accurate volumetric shadows require
simultaneously integrating illumination, scattering, and attenuation
throughout the volume, which proves challenging for interactive
applications. We propose a method for rendering volumetric shadows
in homogeneous single scattering media that combines shadow volume and
ray marching techniques, which eliminates performance deficiencies
inherent in both. We extend this approach to interactively render
shadows from textured lights and show results under two scattering models.
(Note: The "YeahRight" model is from Keenan Crane's model repository, and the stained-glass images for colored lights used courtesy
of Light Romance Studios.)
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Chris Wyman. "Hierarchical Caustic Maps."
Proceedings of ACM Symposium on Interactive 3D Graphics and Games, 163-171. (February 2008)
Paper: [ PDF (21.1 MB) ], Talk: [ PDF (2.4 MB) ]
Videos: [ Beethoven,
Dragon,
Bunny,
Cow (DivX, 30 to 40 MB each)]
Abstract:
Interactive applications typically rely on local models for lighting, occasionally augmented
by GPU-friendly methods for approximating global illumination. Caustic mapping
approximates the specular focusing of light using a light-space image, akin to a shadow map,
which is projected onto the scene during final rendering. Unfortunately, existing caustic
map implementations must choose between quality and speed. Quickly generated maps use
few photons and look extremely blurry, while sharper maps created from millions of photons
only render at a few frames per second. This paper introduces a number of hierarchical
enhancements to caustic mapping that allow real-time rendering with high quality
caustic maps, even when using maps from multiple light sources. These techniques utilize
the geometry processing stage of recent GPUs to avoid processing every photon and to render
a pyramidal caustic map that allows photon splats of varying diameters without the
increased costs inherent in large splats.
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Qi Mo,
Voicu Popescu, and
Chris Wyman. "The Soft Shadow Occlusion Camera."
Proceedings of Pacific Graphics 2007, 189-198. (October 2007)
Paper Preprint: [ pdf (18.6 MB) ]
Sample Videos: [ DivX (4.4 MB),
DivX (2.4 MB),
DivX (3.6 MB) ]
Preliminary version presented at MIDGRAPH 2006: [ poster PDF (52 kB)].
Abstract:
A fundamental challenge for existing shadow map based algorithms is dealing with
partially illuminated surfaces. A conventional shadow map built with a
pinhole camera only provides a binary visibility sorting of the scene,
and this all-or-nothing approach to visibility does not capture penumbral regions.
We present an interactive soft shadow algorithm based on a variant of the
depth discontinuity occlusion camera, a non-pinhole camera with rays that reach around blockers
to sample normally hidden surfaces. Our soft shadow occlusion camera (SSOC)
classifies a fragment on a continuum from fully visible to fully hidden, as
seen from the light. The SSOC is used directly in fragment illumination
computation without building an explicit ``soft shadow map.'' This method
renders plausible soft shadows at interactive speeds under fully dynamic conditions.
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Scott Davis and
Chris Wyman.
"Interactive Refractions with Total Internal Reflection."
Proceedings of Graphics Interface, 185-190. (May 2007)
Paper: [ pdf (6.6 MB) ]
Video: [ DivX (4.9 MB) ]
Abstract:
A requirement for rendering realistic images interactively is efficiently simulating
material properties. Recent techniques have improved the quality for interactively
rendering dielectric materials, but have mostly neglected a phenomenon associated
with refraction, namely, total internal reflection. We present an algorithm to
approximate total internal reflection on commodity graphics hardware using a ray-depth
map intersection technique that is interactive and requires no precomputation. Our
results compare favorably with ray traced images and improve upon approaches that
avoid total internal reflection.
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Chris Wyman.
"Interactive Refractions and Caustics Using Image-Space Techniques," in ShaderX5: Advanced Rendering
Techniques, 359-371. Edited by Wolfgang Engel.
Charles River Media, 2007.
ISBN: 1-58450-499-4.
(University of Iowa Library, Call No: T385 .S38 2007)
(OCLC Accession No: 74459039)
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Chris Wyman and
Carsten Dachsbacher.
"Improving Image-Space Caustics Via Variable-Sized Splatting."
Journal of Graphics Tools, 13(1), 1-17 (January 2008).
Technical Report: [ pdf (1.0 MB) ]
Sample Videos: [ DivX (1.7 MB),
DivX (24.4 MB),
DivX (12.2 MB) ]
Demo: [ Windows (21 MB),
additional models (44 MB),
README ]
Abstract:
Interactivity requires tradeoffs to achieve the right balance between rendering quality
and speed. In practice, today's applications restrict lighting to mainly direct illumination,
sometimes augmented by precomputed transfer techniques for diffuse global effects.
Dynamic high-frequency specular effects, such as caustics, are largely lacking due to the high costs for
recomputation each frame. Recent work has introduced a variety of related caustics approximations
that interactively render light-space photons into a photon buffer, gather them into a
caustic map, and project this map onto the scene similar to shadow mapping.
While the process is simple and straightforward, the discretization of light into a finite
number of uniformly-distributed photons leads to undersampling and aliasing artifacts.
This paper examines two techniques for reducing these artifacts using varying sized photon
splats. Conceptually, these are similar to the variable-radius $k$-nearest neighbor
search used in photon mapping, allowing noise reduction in areas of low photon
density while maintaining crisp caustics at focal points. Our techniques improve
image quality at a modest cost that is significantly cheaper than supersampling the
photon buffer.
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Dave Edwards,
Solomon Boulos,
Jared Johnson,
Peter Shirley,
Michael Ashikhmin,
Michael Stark, and
Chris Wyman.
"The Halfway Vector Disk for BRDF Modeling."
ACM Transactions on Graphics 25(1), 1-18. (January 2006)
Paper: [ pdf (479 kB) ]
Abstract:
We present a mathematical framework for enforcing energy conservation in a BRDF by specifying
halfway vector distributions in simple two-dimensional domains. Energy-conserving BRDFs can
produce plausible rendered images with accurate reflectance behavior, especially near grazing
angles. Using our framework, we create an empirical BRDF that allows easy specification of
diffuse, specular, and retroreflective materials. We also present a second BRDF model that is
useful for data fitting; although it does not preserve energy, it uses the same halfway vector
domain as the first model. We show that this data-fitting BRDF can be used to match measured
data extremely well using only a small set of parameters. We believe that this is an
improvement over table-based lookups and factored versions of BRDF data.
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Chris Wyman and
Scott Davis.
"Interactive Image-Space Techniques for Approximating Caustics."
Proceedings
of the ACM Symposium on Interactive 3D Graphics and Games,
153-160. (March 2006)
Paper: [ pdf (727 kB) ],
Talk (draft): [ PPT ]
Sample Video : [ DivX (33.2 MB) ],
Demo: [ Windows
(12.4 MB), README ]
Abstract:
Interactive applications require simplifications to lighting, geometry, and
material properties that preclude many effects encountered in the physical
world. Until recently only the most simplistic reflections and refractions
could be performed interactively, but state-of-the-art research has lifted
some restrictions on such materials. This paper builds upon this work, but
examines reflection and refraction from the light's viewpoint to achieve
interactive caustics from point sources. Our technique emits photons from
the light and stores the results in image-space, similar to a shadow map.
We then examine various techniques for gathering these photons, comparing
their advantages and disadvantages for rendering caustics. These approaches
run interactively on modern GPUs, work in conjunction with existing
techniques for rendering specular materials, and produce images competitive
with offline renderings using comparable numbers of photons.
(See similar, independent work here, here, and here.)
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Chris Wyman.
"Interactive Image-Space Refraction of Nearby Geometry."
Proceedings of GRAPHITE, 205-211. (December 2005)
Paper: [ pdf (700 kB) ], Talk: [ pdf (1.1 MB) ]
Sample Video : [ DivX (29.5 MB) ]
Abstract:
Interactive applications often strive for realism, but framerate
constraints usually limit realistic effects to those that run efficiently
in graphics hardware. One effect largely ignored in interactive
applications is refraction. We build upon a simple, image-space
approach to refraction that easily runs on modern graphics cards. This
image-space approach requires two passes on a GPU, and allows refraction
of distant environments through two interfaces. Our works explores
extensions allowing the refraction of nearby opaque objects, at the cost
of one additional pass to render nearby geometry to texture and a more
complex fragment shader for computing refracted color. Like all
image-based algorithms, aliasing can occur in certain circumstances,
especially when a few texels are magnified to cover a sizable portion of
screen space. However, our plausible refractions should suffice for many
applications.
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Chris Wyman.
"An Approximate Image-Space Approach for Interactive Refraction."
ACM Transactions on Graphics 24(3), 1050-1053. (August 2005)
Paper: [ pdf
(6.0 MB) ],
Shaders (CG): [ vertex,
fragment ]
Demo: [ Windows
(17.7 MB), README ],
Talk: [ pdf
(2.6 MB) ]
Sample Videos : [ DivX (10.0 MB), DivX (7.8 MB) , DivX (13.0 MB) ]
Abstract:
Many interactive applications strive for realistic
renderings, but framerate constraints usually limit realism to effects
that run efficiently in graphics hardware. One effect largely ignored in
such applications is refraction. We introduce a simple, image-space
approach to refractions that easily runs on modern graphics cards. Our
method requires two passes on a GPU, and allows refraction of a distant
environment through two interfaces, compared to current interactive
techniques that are restricted to a single interface. Like all
image-based algorithms, aliasing can occur in certain circumstances, but
the plausible refractions generated with our approach should suffice for
many applications.
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| Chris Wyman,
Steven Parker,
Peter Shirley, and
Charles Hansen.
"Interactive Display of Isosurfaces with Global Illumination."
IEEE Transactions on Visualization and Computer Graphics 12(2), 186-196. (March/April 2006)
Paper: [ PDF (3.6 MB) ]
Sample Video: [ MP4 (41.5 MB) ]
Abstract:
In many applications, volumetric datasets are examined by displaying isosurfaces,
surfaces where data, or some function of the data, takes on a given value. Interactive applications
typically use local lighting models to render such surfaces. This work introduces
a method to precompute or lazily compute global illumination to improve interactive
isosurface renderings. The precomputed illumination resides in a separate volume and
includes direct light, shadows, and interreflections. Using this volume, interactive
globally illuminated renderings of isosurfaces becomes feasible while still allowing
dynamic manipulation of viewpoint and isovalue
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| Chris Wyman,
Charles Hansen, and
Peter Shirley. "Interactive
Caustics Using Local Precomputed Irradiance."
Proceedings of the Pacific Conference on Computer Graphics and Applications, 143-151. (October 2004)
Paper: [ pdf (538 kB) ], Talk: [ pdf (480 kB) ]
Sample Video: [ DivX (6.5 MB) ]
Abstract:
Bright patterns of
light focused via reflective or refractive objects onto matte surfaces are
called ``caustics''. We present a method for rendering dynamic scenes
with moving caustics
at interactive rates. This technique requires some
simplifying assumptions about caustic behavior allowing us to
consider it a local spatial property which we sample in a
pre-processing stage. Storing the caustic locally limits caustic
rendering to a simple lookup. We examine a number of ways
to represent this data, allowing us to trade between accuracy,
storage, run time, and precomputation time.
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| Chris Wyman.
"Fast Local Approximation to Global Illumination."
PhD Thesis, University of Utah, Salt Lake City, Utah. (August 2004)
(OCLC Accession No: 56020105)
Dissertation: [ pdf (4.0
MB) ] Defense Talk: [ pdf (1.4 MB) ], SH Rotation
Code: [ C++ Class ]
Abstract:
Interactive global illumination remains an elusive goal
in rendering, as energy from every portion of the scene contributes to the final image.
Integrating over a complex scene, with a polygon count in the millions or more, proves
difficulty even for static techniques. Interactive with such complex environments
while maintaining high quality rendering generally requires recomputing the paths of
countless photons using a small number of CPUs.
This dissertation examines a simplified approach to interactive global illumination.
Observing that local illumination computations can be performed interactively even on
fairly simple graphics accelerators, a reduction of global illumination problems to
local problems would allow interactive rendering. A number of techniques are suggested
that simplify global illumination to specific global illumination effects (e.g.,
diffuse interreflection, soft shadows, and caustics), which can individually be sampled
at a local level. Rendering these simplified global illumination effects reduces to a
few lookups, which can easily be done at interactive rates. While some tradeoffs exist
between rendering speed, rendering quality, and memory consumption, these techniques
show that approximating global illumination locally allows interactivity while still
maintaining significant realism.
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Chris Wyman and
Charles Hansen. "Penumbra Maps: Approximate
Soft Shadows in Real-Time."
Proceedings of the Eurographics Symposium on Rendering, 202-207. (June 2003)
Paper: [ pdf (2.3 MB) ], Video: [ DivX 5 (14 MB) ], Talk:
[ pdf (370 KB) ], Examples: [ Images ]
Abstract:
Generating soft shadows quickly is difficult.
Few techniques have enough flexibility to interactively render soft shadows
in scenes with arbitrarily complex occluders and receivers. This paper
introduces the penumbra map, which extends current shadow map
techniques to interactively approximate soft shadows. Using
object silhouette edges, as seen from the center of an area light,
a map is generated containing approximate penumbral regions.
Rendering requires two lookups, one into each the penumbra and
shadow maps. Penumbra maps allow arbitrary dynamic models
to easily shadow themselves and other nearby complex objects with
plausible penumbrae.
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| Chris Wyman,
Charles Hansen, and
Peter Shirley. "Interactive
Raytraced Caustics."
Tech Report, School of Computing, University of Utah, UUCS-03-009.
Paper: [ pdf (33.8 MB), local copy (4.6 MB) ]
Abstract:
In computer graphics, bright patterns of
light focused onto matte surfaces are called ``caustics''. We present
a method for rendering dynamic scenes with moving caustics
at interactive rates. This technique requires some
simplifying assumptions about caustic behavior allowing us to
consider it a local spatial property which we sample in a
pre-processing stage. Storing the caustic locally limits caustic
rendering to a simple lookup. We examine a number of ways
to represent this data, allowing us to trade between accuracy,
storage, run time, and precomputation time.
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