Faculty Advisor

Agu, Emmanuel O.

Abstract

Graphics researchers have long studied real-time caustic rendering. The state-of-the-art technique Adaptive Caustic Maps provides a novel way to avoid densely sampling photons during a rasterization pass, and instead adaptively emits photons using a deferred shading pass. In this project, we present a variation of adaptive caustic maps for real-time rendering of caustics. Our algorithm is conceptually similar to Adaptive Caustic Maps but has a different implementation based on the general-purpose computing pipeline provided by OpenGL version 4.3. Our approach accelerates the photon splitting process using compute shaders and bypasses various other performance overheads, ultimately speeding up photon generation considerably.

Publisher

Worcester Polytechnic Institute

Date Accepted

May 2015

Major

Interactive Media and Game Development

Project Type

Major Qualifying Project

Accessibility

Unrestricted

Advisor Department

Computer Science

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