Caustic Illuminance Calculation with DirectX Raytracing
The possibility of implementing physically correct rendering of scenes with caustic illuminance using the DirectX Raytracing API with its subsequent integration into the real-time rendering pipeline is studied. The proposed method is based on the use of additional visibility maps for forward caustic...
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description | The possibility of implementing physically correct rendering of scenes with caustic illuminance using the DirectX Raytracing API with its subsequent integration into the real-time rendering pipeline is studied. The proposed method is based on the use of additional visibility maps for forward caustic illuminance and visibility maps for backward caustics, which are created for light sources and a virtual camera, respectively. The paper considers the possibility of using backward photon mapping by means of the DirectX Raytracing API and presents an algorithm for calculating the caustic illuminance and the results of testing the software implementation of the proposed algorithm with various method parameters. The dependence of the rendering speed on the scene parameters and characteristics that determine the quality of the caustic luminance calculation—the number of rays emitted by the light source, the maximum depth of the specular ray path, and the number of light sources in the scene is studied. The test results showed that the developed algorithm and its software implementation can provide high-quality calculation of caustic illuminance in real-time and can be used in the gaming industry to increase the realism of visual perception when rendering scenes with complex lighting conditions. |
doi_str_mv | 10.1134/S0361768822030069 |
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A. ; Zhdanov, D. D. ; Zhdanov, A. D.</creator><creatorcontrib>Komarov, E. A. ; Zhdanov, D. D. ; Zhdanov, A. D.</creatorcontrib><description>The possibility of implementing physically correct rendering of scenes with caustic illuminance using the DirectX Raytracing API with its subsequent integration into the real-time rendering pipeline is studied. The proposed method is based on the use of additional visibility maps for forward caustic illuminance and visibility maps for backward caustics, which are created for light sources and a virtual camera, respectively. The paper considers the possibility of using backward photon mapping by means of the DirectX Raytracing API and presents an algorithm for calculating the caustic illuminance and the results of testing the software implementation of the proposed algorithm with various method parameters. The dependence of the rendering speed on the scene parameters and characteristics that determine the quality of the caustic luminance calculation—the number of rays emitted by the light source, the maximum depth of the specular ray path, and the number of light sources in the scene is studied. The test results showed that the developed algorithm and its software implementation can provide high-quality calculation of caustic illuminance in real-time and can be used in the gaming industry to increase the realism of visual perception when rendering scenes with complex lighting conditions.</description><identifier>ISSN: 0361-7688</identifier><identifier>EISSN: 1608-3261</identifier><identifier>DOI: 10.1134/S0361768822030069</identifier><language>eng</language><publisher>Moscow: Pleiades Publishing</publisher><subject>Algorithms ; Alkalies ; Artificial Intelligence ; Cameras ; Computer & video games ; Computer graphics ; Computer Science ; Efficiency ; Illuminance ; Light ; Light sources ; Mathematical analysis ; Methods ; Operating Systems ; Parameters ; Ray tracing ; Real time ; Rendering ; Software ; Software Engineering ; Software Engineering/Programming and Operating Systems ; Virtual cameras ; Visibility ; Visibility maps ; Visual perception</subject><ispartof>Programming and computer software, 2022-06, Vol.48 (3), p.172-180</ispartof><rights>Pleiades Publishing, Ltd. 2022. ISSN 0361-7688, Programming and Computer Software, 2022, Vol. 48, No. 3, pp. 172–180. © Pleiades Publishing, Ltd., 2022. 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A.</creatorcontrib><creatorcontrib>Zhdanov, D. D.</creatorcontrib><creatorcontrib>Zhdanov, A. D.</creatorcontrib><title>Caustic Illuminance Calculation with DirectX Raytracing</title><title>Programming and computer software</title><addtitle>Program Comput Soft</addtitle><description>The possibility of implementing physically correct rendering of scenes with caustic illuminance using the DirectX Raytracing API with its subsequent integration into the real-time rendering pipeline is studied. The proposed method is based on the use of additional visibility maps for forward caustic illuminance and visibility maps for backward caustics, which are created for light sources and a virtual camera, respectively. The paper considers the possibility of using backward photon mapping by means of the DirectX Raytracing API and presents an algorithm for calculating the caustic illuminance and the results of testing the software implementation of the proposed algorithm with various method parameters. The dependence of the rendering speed on the scene parameters and characteristics that determine the quality of the caustic luminance calculation—the number of rays emitted by the light source, the maximum depth of the specular ray path, and the number of light sources in the scene is studied. 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A.</au><au>Zhdanov, D. D.</au><au>Zhdanov, A. D.</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Caustic Illuminance Calculation with DirectX Raytracing</atitle><jtitle>Programming and computer software</jtitle><stitle>Program Comput Soft</stitle><date>2022-06-01</date><risdate>2022</risdate><volume>48</volume><issue>3</issue><spage>172</spage><epage>180</epage><pages>172-180</pages><issn>0361-7688</issn><eissn>1608-3261</eissn><abstract>The possibility of implementing physically correct rendering of scenes with caustic illuminance using the DirectX Raytracing API with its subsequent integration into the real-time rendering pipeline is studied. The proposed method is based on the use of additional visibility maps for forward caustic illuminance and visibility maps for backward caustics, which are created for light sources and a virtual camera, respectively. 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subjects | Algorithms Alkalies Artificial Intelligence Cameras Computer & video games Computer graphics Computer Science Efficiency Illuminance Light Light sources Mathematical analysis Methods Operating Systems Parameters Ray tracing Real time Rendering Software Software Engineering Software Engineering/Programming and Operating Systems Virtual cameras Visibility Visibility maps Visual perception |
title | Caustic Illuminance Calculation with DirectX Raytracing |
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