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Single scattering in refractive media with triangle mesh boundaries

Published:27 July 2009Publication History
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Abstract

Light scattering in refractive media is an important optical phenomenon for computer graphics. While recent research has focused on multiple scattering, there has been less work on accurate solutions for single or low-order scattering. Refraction through a complex boundary allows a single external source to be visible in multiple directions internally with different strengths; these are hard to find with existing techniques. This paper presents techniques to quickly find paths that connect points inside and outside a medium while obeying the laws of refraction. We introduce: a half-vector based formulation to support the most common geometric representation, triangles with interpolated normals; hierarchical pruning to scale to triangular meshes; and, both a solver with strong accuracy guarantees, and a faster method that is empirically accurate. A GPU version achieves interactive frame rates in several examples.

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      cover image ACM Transactions on Graphics
      ACM Transactions on Graphics  Volume 28, Issue 3
      August 2009
      750 pages
      ISSN:0730-0301
      EISSN:1557-7368
      DOI:10.1145/1531326
      Issue’s Table of Contents

      Copyright © 2009 ACM

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      Publication History

      • Published: 27 July 2009
      Published in tog Volume 28, Issue 3

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