Real-time smoke rendering using compensated ray marching
ACM SIGGRAPH 2008 papers
Line space gathering for single scattering in large scenes
ACM SIGGRAPH 2010 papers
Real time volumetric shadows using polygonal light volumes
Proceedings of the Conference on High Performance Graphics
A mathematical framework for efficient closed-form single scattering
Proceedings of Graphics Interface 2011
Real-time multiple scattering using light propagation volumes
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
State of the art in photon density estimation
ACM SIGGRAPH 2012 Courses
Progressive expectation-maximization for hierarchical volumetric photon mapping
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Adaptive volumetric shadow maps
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
A closed-form solution to single scattering for general phase functions and light distributions
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Imperfect voxelized shadow volumes
Proceedings of the 5th High-Performance Graphics Conference
Rendering scenes with participating media based on RBFs for photon mapping using graphics hardware
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
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We describe a new, analytic approximation to the airlight integral from scattering media whose density is modeled as a sum of Gaussians. The approximation supports real-time rendering of inhomogeneous media including their shadowing and scattering effects. For each Gaussian, this approximation samples the scattering integrand at the projection of its center along the view ray but models attenuation and shadowing with respect to the other Gaussians by integrating density along the fixed path from light source to 3D center to view point. Our method handles isotropic, single-scattering media illuminated by point light sources or low-frequency lighting environments. We also generalize models for reflectance of surfaces from constant-density to inhomogeneous media, using simple optical depth averaging in the direction of the light source or all around the receiver point. Our real-time renderer is incorporated into a system for real-time design and preview of realistic animated fog, steam, or smoke.