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We introduce the beta release of mesh caustics and water caustics in two posts. Water caustics can be seen above water (reflected) and underwater (refracted) in both scenes. Bottom row: The seaside town scene covered by large sea surface. Top row: A testing UE4 scene of swimming pool. For more information, see the Release Information section at the end of this post.įigure 2.
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The beta version of the source code and sample assets have been released on UE4 NVRTX_Caustics depository under the NVIDIA GameWorks license. In addition, the whole sets of editing UI, command lines, and performance stats are also included as parts of the integration. The caustics above and under water surfaces, emphasizing fluid motion and being able to cover large area, called water caustics (Figure 2)īoth methods are low cost for high framerate usages, fully interactive with dynamic surroundings, and ready-to-use with no data preprocessing.
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The delicate caustics around metallic and transparent meshes, called mesh caustics (Figure 1).Our work is implemented on Unreal Engine 4 so that most end-users can access it with the quality of a commercial product as well as benefiting through open-source repositories. Since then, we have developed a few new methods for using fast GPU photon mapping to generate caustics. Fortunately, the arrival of GPU ray tracing in recent years has brought the possibility of accelerating photon mapping, the most popular technique for rendering accurate caustics, into real-time territory.
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With today’s game engines built upon the rasterization pipeline, developers are usually choosing to ignore caustics or go with some simplistic fakes, making them visually implausible and hard to interact with. For those who have been involved in creating ray tracers, you might know that the difficulty is twofold: following light rays bounced off high polished surfaces or going through transparent objects multiple times makes the computation time-consuming and tuning the counter-intuitive settings requires the artists to put in extra effort. However, simulating accurate caustic in 3D graphics is not an easy job. From the sloshing sparkles by water surfaces to the curved highlights in the backlight of clear glass, they are everywhere. Caustics are common optical phenomenon in the real world.