Scattering of Photon Differentials in Realistic Rendering of Volumes

Andrea Luongo

AbstractWhen light travels through a participating medium, like fog or water, there are phenomena, as absorption or scattering, which affect the propagation of the light and give rise to interesting effects, e.g. atmospheric haze or volume caustic. Volumetric Photon Mapping is an efficient method for rendering participating media. However, as it is based on density estimation it suffers from the same trade-off between noise and bias as traditional photon mapping. By using photon differentials it is possible to improve this trade-off, but there are still some unsolved problems regarding the use of this technique for rendering volumes.

The goal of this thesis is to investigate ways of improving existing algorithms for rendering volumes by using photon differentials. A new estimate of the radiative transfer equation based on photon differentials will be presented, together with a description of how to implement an efficient GPU technique for rendering participating media by using the NVIDIA OptiX TM ray tracing engine.
TypeMaster's thesis [Academic thesis]
Year2015
PublisherTechnical University of Denmark, Department of Applied Mathematics and Computer Science
AddressRichard Petersens Plads, Building 324, DK-2800 Kgs. Lyngby, Denmark, compute@compute.dtu.dk
SeriesDTU Compute M.Sc.-2015
NoteDTU supervisor: Jeppe Revall Frisvad, jerf@dtu.dk, DTU Compute
Electronic version(s)[pdf]
Publication linkhttp://www.compute.dtu.dk/English.aspx
BibTeX data [bibtex]
IMM Group(s)Image Analysis & Computer Graphics