Spectral Ray Differentials

dc.contributor.authorElek, Oskaren_US
dc.contributor.authorBauszat, Pabloen_US
dc.contributor.authorRitschel, Tobiasen_US
dc.contributor.authorMagnor, Marcusen_US
dc.contributor.authorSeidel, Hans-Peteren_US
dc.contributor.editorWojciech Jarosz and Pieter Peersen_US
dc.date.accessioned2015-03-03T12:40:27Z
dc.date.available2015-03-03T12:40:27Z
dc.date.issued2014en_US
dc.description.abstractLight refracted by a dispersive interface leads to beautifully colored patterns that can be rendered faithfully with spectral Monte-Carlo methods. Regrettably, results often suffer from chromatic noise or banding, requiring high sampling rates and large amounts of memory compared to renderers operating in some trichromatic color space. Addressing this issue, we introduce spectral ray differentials, which describe the change of light direction with respect to changes in the spectrum. In analogy with the classic ray and photon differentials, this information can be used for filtering in the spectral domain. Effectiveness of our approach is demonstrated by filtering for offline spectral light and path tracing as well as for an interactive GPU photon mapper based on splatting. Our results show considerably less chromatic noise and spatial aliasing while retaining good visual similarity to reference solutions with negligible overhead in the order of milliseconds.en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.identifier.doi10.1111/cgf.12418en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttps://doi.org/10.1111/cgf.12418en_US
dc.publisherThe Eurographics Association and John Wiley and Sons Ltd.en_US
dc.titleSpectral Ray Differentialsen_US
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