Gaussian Quadrature for Photon Beams in "Tangled"

Johnson, J., Jarosz., W., Lacewell, D., Selle, A, SIGGRAPH Talks 2011.


Abstract: In this work we show how to implement using Gaussian Quadrature the camera facing case of the beam rendering in a rasterizer. This is more efficient than ray marching Newton-Cotes quadrature and matches well to the polygon approximations to falloffs that artists typically use.

tangled-quad.pdf (0.8 MB)

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