R4O - Eikonal Rendering: "Realistic Real-Time Rendering of Refractive Objects"
The video shows results generated with an algorithm for real-time rendering of complex refractive objects on the GPU. Our algorithm can jointly produce compendium of such effects, for instance spatially-varying refraction, varying attenuation, colored volume caustics, anisotropic scattering, emission, surface reflection, total reflection and many more. Our algorithm employs a volumetric representation to store the scene models and uses fast ray-casting and light wave front propagation on the GPU to compute complex lighting effects. The details of the algorithm are described in the paper "Eikonal Rendering: Efficient Light Transport in Refractive Objects" submitted to the Siggraph 2007 papers program.
The first scene in the video roughly resembles Paul Debevec's video "Rendering with Natural Light" and ATI's real-time version of Debevec's algorithm. It shows an implementation of our algorithm combined with HDR rendering throughout the pipeline and effects as depth of field or motion blur. The spheres' different looks are achieved by specifying different model properties like refraction index, attenuation factor, reflection factor. The second scene shows a wine glass on a table while rendering is performed in real-time the changing of light position requires few seconds of update time. The last scene demonstrates different glass objects in a museum environment.
The animation was not accepted at the Computer Animation Festival (Siggraph 2007). However one sequence was choosen to be included in the Siggraph paper program video trailer. The details of the algorithm are described in the paper Eikonal Rendering: Efficient Light Transport in Refractive Objects" submitted to the Siggraph 2007 papers program.
Hardware & Software
AMD Opteron CPU 285 CPU 2.6GHz, 2GB RAM, nVidia 8800 GTX,
Linux Debian 3.0 (Kernel 2.6.16), g++ 3.3.5,
Maya 4, 3D Studio Max 5,
OpenSceneGraph 1.2, nrEngine, FModEx