Abstract
Steve Marschner: Volumetric light transport in realistic rendering
From the viewpoint of physics, realistic rendering is all
about solving for the distribution of light energy in a scene, a problem known
as light transport. There are two versions of this problem used in
rendering: surface light transport, in which light reflects from surface to surface
with nothing in between, and volume light transport, in which light interacts
continuously with the medium it's passing through. Traditionally most rendering
uses surface light transport, with volumetric methods reserved for effects like
fog, smoke, clouds, etc.
More recently, volumetric light transport has been used as a model for what
happens inside a material, leading to important advances in rendering translucent
materials like skin. It can also be used to produce the correct
appearance for "materials" that are made up of macroscopic parts but
behave translucently on a large scale. We are working on applications of
volumetric methods to materials like this, which aren't really continuous media
but can sometimes be treated as such, with realistic rendering of human hair as
the motivating example.
In this talk I'll present the basics of volume light transport (also known as radiative transfer) and talk about its graphics applications
in the context of my broader research in simulating materials for realistic
rendering.