The zonal method for calculating light intensities in the presence of a participating medium
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Sphere-packings, lattices, and groups
Sphere-packings, lattices, and groups
VVS '94 Proceedings of the 1994 symposium on Volume visualization
Global illumination using photon maps
Proceedings of the eurographics workshop on Rendering techniques '96
Efficient simulation of light transport in scenes with participating media using photon maps
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Multidimensional Digital Signal Processing
Multidimensional Digital Signal Processing
Space-time points: 4d splatting on efficient grids
VVS '02 Proceedings of the 2002 IEEE symposium on Volume visualization and graphics
Optimal regular volume sampling
Proceedings of the conference on Visualization '01
Optical Models for Direct Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
A Model for Volume Lighting and Modeling
IEEE Transactions on Visualization and Computer Graphics
Light reflection functions for simulation of clouds and dusty surfaces
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Physically Based Rendering: From Theory to Implementation
Physically Based Rendering: From Theory to Implementation
Linear and Cubic Box Splines for the Body Centered Cubic Lattice
VIS '04 Proceedings of the conference on Visualization '04
A lighting model for general participating media
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Acceleration Techniques for GPU-based Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
O-buffer: a framework for sample-based graphics
IEEE Transactions on Visualization and Computer Graphics
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Efficient rendering of atmospheric phenomena
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part I
GPU-assisted high quality particle rendering
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Parallel solution to the radiative transport
EG PGV'09 Proceedings of the 9th Eurographics conference on Parallel Graphics and Visualization
Interactive global light propagation in direct volume rendering using local piecewise integration
SPBG'08 Proceedings of the Fifth Eurographics / IEEE VGTC conference on Point-Based Graphics
GPU isosurface raycasting of FCC datasets
Graphical Models
Hi-index | 0.00 |
We describe a novel volumetric global illumination framework based on the Face-Centered Cubic (FCC) lattice. An FCC lattice has important advantages over a Cartesian lattice. It has higher packing density in the frequency domain, which translates to better sampling efficiency. Furthermore, it has the maximal possible kissing number (equivalent to the number of nearest neighbors of each site), which provides optimal 3D angular discretization among all lattices. We employ a new two-pass (illumination and rendering) global illumination scheme on an FCC lattice. This scheme exploits the angular discretization to greatly simplify the computation in multiple scattering and to minimize illumination information storage. The GPU has been utilized to further accelerate the rendering stage. We demonstrate our new framework with participating media and volume rendering with multiple scattering, where both are significantly faster than traditional techniques with comparable quality.