Radiance Caching for Participating Media
Wojciech Jarosz
Craig Donner
Matthias Zwicker
Henrik Wann Jensen
University of California, San Diego
Abstract
In this article we present a novel radiance caching method for efficiently
rendering participating media using Monte Carlo ray tracing. Our method
handles all types of light scattering including anisotropic scattering,
and it works in both homogeneous and heterogeneous media. A key contribution
in the article is a technique for computing gradients of radiance evaluated
in participating media. These gradients take the full path of the scattered
light into account including the changing properties of the medium in the
case of heterogeneous media. The gradients can be computed simultaneously
with the inscattered radiance with negligible overhead. We compute gradients
for single scattering from lights and surfaces and for multiple scattering,
and we use a spherical harmonics representation in media with anisotropic
scattering. Our second contribution is a new radiance caching scheme for
participating media. This caching scheme uses the information in the
radiance gradients to sparsely sample as well as interpolate radiance
within the medium utilizing a novel, perceptually based error metric.
Our method provides several orders of magnitude speedup compared to
path tracing and produces higher quality results than volumetric
photon mapping. Furthermore, it is view-driven and well suited for
large scenes where methods such as photon mapping become costly.
Reference:
Wojciech Jarosz, Craig Donner, Matthias Zwicker, and Henrik Wann Jensen
"Radiance Caching for Participating Media"
ACM Transactions on Graphics, Article 7, March 2008
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Last update: May 20, 2007
Henrik Wann Jensen