Real-Time Underwater Spectral Rendering

Computer Graphics Forum 43 (2) (Eurographics 2024)

Abstract

The light field in an underwater environment is characterized by complex multiple scattering interactions and wavelength-dependent attenuation, requiring significant computational resources for the simulation of underwater scenes. We present a novel approach that makes it possible to simulate multi-spectral underwater scenes, in a physically-based manner, in real time. Our key observation is the following: In the vertical direction, the steady decay in irradiance as a function of depth is characterized by the diffuse downwelling attenuation coefficient, which oceanographers routinely measure for different types of waters. We rely on a database of such real-world measurements to obtain an analytical approximation to the Radiative Transfer Equation, allowing for real-time spectral rendering with results comparable to Monte Carlo ground-truth references, in a fraction of the time. We show results simulating underwater appearance for the different optical water types, including volumetric shadows and dynamic, spatially varying lighting near the water surface.

Bibtex

 @article{ monzon24underwater,
     author = {Monzon, Nestor and Gutierrez, Diego and Akkaynak, Derya and Muñoz, Adolfo},
     title = {Real-Time Underwater Spectral Rendering},
     journal = {Computer Graphics Forum},
     pages = {e15009},
     doi = {https://doi.org/10.1111/cgf.15009},
     url = {https://onlinelibrary.wiley.com/doi/abs/10.1111/cgf.15009},
     eprint = {https://onlinelibrary.wiley.com/doi/pdf/10.1111/cgf.15009},
 }