• Login
    View Item 
    •   Eurographics DL Home
    • Computer Graphics Forum
    • Volume 33 (2014)
    • 33-Issue 8
    • View Item
    •   Eurographics DL Home
    • Computer Graphics Forum
    • Volume 33 (2014)
    • 33-Issue 8
    • View Item
    JavaScript is disabled for your browser. Some features of this site may not work without it.

    Higher Order Ray Marching

    Thumbnail
    View/Open
    v33i8pp167-176.pdf (563.1Kb)
    Date
    2014
    Author
    Muñoz, Adolfo
    Pay-Per-View via TIB Hannover:

    Try if this item/paper is available.

    Metadata
    Show full item record
    Abstract
    Rendering participating media is still a challenging and time consuming task. In such media light interacts at every differential point of its path. Several rendering algorithms are based on ray marching: dividing the path of light into segments and calculating interactions at each of them. In this work, we revisit and analyze ray marching both as a quadrature integrator and as an initial value problem solver, and apply higher order adaptive solvers that ensure several interesting properties, such as faster convergence, adaptiveness to the mathematical definition of light transport and robustness to singularities. We compare several numerical methods, including standard ray marching and Monte Carlo integration, and illustrate the benefits of different solvers for a variety of scenes. Any participating media rendering algorithm that is based on ray marching may benefit from the application of our approach by reducing the number of needed samples (and therefore, rendering time) and increasing accuracy.Rendering participating media is still a challenging and time consuming task. In such media light interacts at every differential point of its path. Several rendering algorithms are based on ray marching: dividing the path of light into segments and calculating interactions at each of them. In this work, we revisit and analyze ray marching both as a quadrature integrator and as an initial value problem solver, and apply higher order adaptive solvers that ensure several interesting properties, such as faster convergence, adaptiveness to the mathematical definition of light transport and robustness to singularities. We compare several numerical methods, including standard ray marching and Monte Carlo integration, and illustrate the benefits of different solvers for a variety of scenes.
    BibTeX
    @article {10.1111:cgf.12424,
    journal = {Computer Graphics Forum},
    title = {{Higher Order Ray Marching}},
    author = {Muñoz, Adolfo},
    year = {2014},
    publisher = {The Eurographics Association and John Wiley and Sons Ltd.},
    ISSN = {1467-8659},
    DOI = {10.1111/cgf.12424}
    }
    URI
    http://dx.doi.org/10.1111/cgf.12424
    Collections
    • 33-Issue 8

    Eurographics Association copyright © 2013 - 2023 
    Send Feedback | Contact - Imprint | Data Privacy Policy | Disable Google Analytics
    Theme by @mire NV
    System hosted at  Graz University of Technology.
    TUGFhA
     

     

    Browse

    All of Eurographics DLCommunities & CollectionsBy Issue DateAuthorsTitlesSubjectsThis CollectionBy Issue DateAuthorsTitlesSubjects

    My Account

    LoginRegister

    Statistics

    View Usage Statistics

    BibTeX | TOC

    Create BibTeX Create Table of Contents

    Eurographics Association copyright © 2013 - 2023 
    Send Feedback | Contact - Imprint | Data Privacy Policy | Disable Google Analytics
    Theme by @mire NV
    System hosted at  Graz University of Technology.
    TUGFhA