MacDirectory Magazine

Asia Ladowska

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Figure 6 shows caustics from perfume bottles courtesy of Will Gibbons and Brad Adelmann. Figure 7 shows complex volumetric caustics caused by refraction and reflection of both regular dielectrics and dichroic glass causing a spectral separation of the beams. Figure 8 shows a glass of orange juice without caustics and with the caustics formed by light focusing through the glass into the orange juice. Notice, how the orange juice gets much brighter while still showing the caustics pattern formed as light refracts through the glass surface. All images rendered on the GPU and they can all be manipulated interactively in KeyShot 10 and the caustics updates with any changes made to the scene. “KeyShot 10 pushes the boundaries of what I thought was possible with caustics in a render engine,” relates David Merz, Founder & Chief Creative at Vyzdom. “I used to avoid caustics completely in my work due to long render times and problematic noise and fireflies, which is unfortunate because these beautiful refractions and reflections are a vital visual-cue in our real-world and are important for achieving photorealism. With the latest updates, I’m creating more impressive work without sacrificing valuable time. Having the ability to have unparalleled caustics with the click of button is a breath of fresh air.” He continues, saying that “caustics in KeyShot 10 have turbo-charged my workflow - especially since it works seamlessly on the NVIDIA RTX A6000 - the speed allows me to quickly make small iterations and not wait hours to see the results of my decisions. I get a perfectly clean representation in matter of minutes.” Conclusion We believe the new RTX GPU-based caustics algorithm in KeyShot 10 is a game changer for anyone working with transparent or reflective products such as perfume, jewelry, lighting designers and more. We are confident this is the best algorithm available for rendering caustics on GPUs or CPUs and we look forward to seeing more beautifully rendered caustics in the wild. References 1. “Rendering Caustics on Non-Lambertian Surfaces”, Henrik Wann Jensen, Proceedings of Graphics Interface ‘96, pages 116-121, Toronto, May 1996 2. “Stochastic Progressive Photon Mapping”, Toshiya Hachisuka and Henrik Wann Jensen, ACM Transactions on Graphics (Proceedings of SIGGRAPH Asia 2009), Yokohama, December 2009 3. “Robust Adaptive Photon Tracing using Photon Path Visibility”, Toshiya Hachisuka and Henrik Wann Jensen, ACM Transactions on Graphics (Volume 30, Issue 5), 2011 Figure 6: Caustics from perfume bottles: a model by Will Gibbons with caustics from a bathroom environment (above), and a model by Brad Adelmann showing caustics from a studio environment.

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