Rendering Wave Effects with Augmented Light Field

dc.contributor.authorOh, Se Baeken_US
dc.contributor.authorKashyap, Sriramen_US
dc.contributor.authorGarg, Rohiten_US
dc.contributor.authorChandran, Sharaten_US
dc.contributor.authorRaskar, Rameshen_US
dc.date.accessioned2015-02-23T16:40:58Z
dc.date.available2015-02-23T16:40:58Z
dc.date.issued2010en_US
dc.description.abstractRay-based representations can model complex light transport but are limited in modeling diffraction effects that require the simulation of wavefront propagation. This paper provides a new paradigm that has the simplicity of light path tracing and yet provides an accurate characterization of both Fresnel and Fraunhofer diffraction. We introduce the concept of a light field transformer at the interface of transmissive occluders. This generates mathematically sound, virtual, and possibly negative-valued light sources after the occluder. From a rendering perspective the only simple change is that radiance can be temporarily negative. We demonstrate the correctness of our approach both analytically, as well by comparing values with standard experiments in physics such as the Young s double slit. Our implementation is a shader program in OpenGL that can generate wave effects on arbitrary surfaces.en_US
dc.description.number2en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume29en_US
dc.identifier.doi10.1111/j.1467-8659.2009.01620.xen_US
dc.identifier.issn1467-8659en_US
dc.identifier.pages507-516en_US
dc.identifier.urihttps://doi.org/10.1111/j.1467-8659.2009.01620.xen_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleRendering Wave Effects with Augmented Light Fielden_US
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