E193 - Institut für Visual Computing and Human-Centered Technology
Number of Pages:
global illumination; virtual point lights; virtual ray lights; ray tracing
This thesis provides new importance sampling techniques for Virtual Ray Lights forRendering Scenes in Participating Media. We will discuss the foundations of rendering scenes with participating media first, to get an understanding of this topic. Furthermore, we will provide an overview of different approaches that can be used for the rendering of these scenes. Virtual Ray Lights is an algorithm that traces light rays from the light source through the scene, which are then evaluated individually for each camera ray. Importance sampling is used on both rays to get a samples for each ray for which their contribution can be calculated. As a solid understanding of the original algorithm is needed to understand the newapproaches that we introduce, a focus is laid on explaining the mathematical foundations of the approach. We highlight the shortcomings that we found for rendering anisotropic participating media and introduce our solutions to solve them more efficiently. We provide two different solutions to the problem that we evaluated in the originalalgorithm. Our solutions are explained mathematically, via pseudo code and are evaluated with a multitude of tests. The goal of this thesis is to provide new, simple, robust and fast solutions to rendering scenes with anisotropic participating media.