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4 Sep 2024 15:18:34 EDT (-0400)
  Interactive Volume Caustics in Single-Scattering Media (Message 1 to 5 of 5)  
From: nemesis
Subject: Interactive Volume Caustics in Single-Scattering Media
Date: 16 Jan 2010 19:00:00
Message: <web.4b5251ec5c42dd6bf71537310@news.povray.org>
http://www.youtube.com/watch?v=1mN0L6OQlTs

seen elsewhere and then remembered I told Andrew games soon enough would be
featuring scattering media.  Though I thought of a Microsoft project I've seen
before, this looks much more impressive.  Will be showing up on this year's
SIGGRAPH.


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From: Kevin Wampler
Subject: Re: Interactive Volume Caustics in Single-Scattering Media
Date: 16 Jan 2010 19:21:08
Message: <4b5257f4$1@news.povray.org>
nemesis wrote:
> http://www.youtube.com/watch?v=1mN0L6OQlTs
> 
> seen elsewhere and then remembered I told Andrew games soon enough would be
> featuring scattering media.  Though I thought of a Microsoft project I've seen
> before, this looks much more impressive.  Will be showing up on this year's
> SIGGRAPH.

Note, it's going to be showing up in this year's SIGGRAPH Symposium on 
Interactive 3D Graphics and Games, which is not that same as "SIGGRAPH" 
which alone as a word, where it generally refers to the main SIGGRAPH 
conference.

That said, the results look quite nice, although I think things along 
the same lines have been previously (though the details of this 
technique may well make able to render better scenes faster).


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From: Warp
Subject: Re: Interactive Volume Caustics in Single-Scattering Media
Date: 16 Jan 2010 19:33:06
Message: <4b525ac2@news.povray.org>
nemesis <nam### [at] gmailcom> wrote:
> http://www.youtube.com/watch?v=1mN0L6OQlTs

  The program probably calculates those lighting effects in real-time,
but those particular scenes could ostensibly be faked by clever use of
textures and lightmaps as well.

-- 
                                                          - Warp


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From: nemesis
Subject: Re: Interactive Volume Caustics in Single-Scattering Media
Date: 16 Jan 2010 19:45:01
Message: <web.4b525cb144c74bf3f71537310@news.povray.org>
Warp <war### [at] tagpovrayorg> wrote:
> nemesis <nam### [at] gmailcom> wrote:
> > http://www.youtube.com/watch?v=1mN0L6OQlTs
>
>   The program probably calculates those lighting effects in real-time,
> but those particular scenes could ostensibly be faked by clever use of
> textures and lightmaps as well.

I guess so, but so far I haven't seen any such use in games as amazing as this
one, specially the underwater scene (drops to 12 fps, though).

There's a link there to the Max Planck Institut Informatik where the project is
hosted:
http://www.mpi-inf.mpg.de/~dong/I3D2010_VolCaustics.html

from the abstract:

"Motivated by interactive applications, we propose a novel volume caustics
rendering method for single-scattering participating media. Our method is based
on the observation that line rendering of illumination rays into the screen
buffer establishes a direct light path between the viewer and the light source.
This connection is introduced via a single scattering event for every pixel
affected by the line primitive. Since the GPU is a parallel processor, the
radiance contributions of these light paths to each of the pixels can be
computed and accumulated independently. The implementation of our method is
straightforward and we show that it can be seamlessly integrated with existing
methods for rendering participating media."


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From: Nicolas Alvarez
Subject: Re: Interactive Volume Caustics in Single-Scattering Media
Date: 16 Jan 2010 20:40:54
Message: <4b526aa6$1@news.povray.org>
nemesis wrote:
> http://www.youtube.com/watch?v=1mN0L6OQlTs

Best watched in HD:
http://www.youtube.com/watch?v=1mN0L6OQlTs&fmt=22


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