This summer I have been working on rendering caustics in real-time. I have developed an algorithm which I call "Caustics Mapping". Caustics Mapping is a physically based real-time caustics rendering algorithm. It utilizes the concept of backward ray-tracing, however it involves no expensive computations that are generally associated with ray-tracing and other such techniques. The main advantage of caustics mapping is that it is extremely practical for games and other interactive applications because of its high frame-rates. Furthermore, the algorithm runs entirely on graphics hardware, which leaves the CPU free for other computation. There is no pre-computation involved, and therefore fully dynamic geometry, lighting, and viewing directions are supported. In addition, there is no limitation on the topology of the reciever geometry, i.e., caustics can be formed on arbitrary surfaces and not just planar ones. Lastly, the caustics mapping algorithm does not hinder the rendering of other optical phenomenon, such as shadows, and hence can be integrated into current rendering systems easily. For results (images and video) and more information, please visit the project home page at http://graphics.cs.ucf.edu/caustics
Thanks
Real-time caustics rendering
Started by musawirali, Aug 06 2005 01:12 AM
9 replies to this topic
#1
Posted 06 August 2005 - 01:12 AM
#2
Posted 06 August 2005 - 01:54 AM
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Ma mama said life was like a box of chocolate, you think its sweet but then you discover its dark.
#3
Posted 06 August 2005 - 02:36 AM
thanks
#4
Posted 06 August 2005 - 05:23 AM
That is seriously impressive!
#5
Posted 06 August 2005 - 06:21 AM
there are another ways (or so I read on Gamasutra) that use .fx shaders and calculate it like that though your result was far more appealling.
Django Merope-Synge :: django@white-epsilon.com
Lead Designer/Project Manager - White Epsilon
Lead Designer/Project Manager - White Epsilon
#6
Posted 06 August 2005 - 06:41 PM
Very interesting. Please consider writing an article about this and DevMaster can publish it.
#7
Posted 06 August 2005 - 06:59 PM
yep, .fx is are simply shader files in DirectX. The thing is, there are a lot of fast ways to "fake" caustics which look OK for the most part if everything is static. My algorithm is physically based and conforms to the actual light transport that goes on. Due to that, the caustics produced are more convincing.
#8
Posted 06 August 2005 - 07:01 PM
Thanks Dia. At the moment, an academic paper has been submitted to a conference/journal/workshop (can't say here which one :P), so until it gets published I am not able to write an article or a tutorial anywhere else. But rest assured, once it gets through from there I will write one for you guys.
#9
Posted 06 August 2005 - 09:48 PM
Jesus Christ.... those demos are REALLY impressive and that algorithm is also quite revolutionary. I cogratulate you and i can't wait to see that docs ^^
#10
Posted 07 August 2005 - 05:16 AM
same here. Very impressive. Let us know as soon as the docs are out. What version of vertex/pixel shader do you need at a minimum to do this?
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