SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Display of clouds taking into account multiple anisotropic scattering and sky light
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
ACM SIGGRAPH 97 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '97
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
A simple, efficient method for realistic animation of clouds
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Real-time rendering of 3D clouds
Journal of Graphics Tools
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Plane-Parallel Radiance Transport for Global Illumination in Vegetation
Proceedings of the Eurographics Workshop on Rendering Techniques '97
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
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
A real-time cloud modeling, rendering, and animation system
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Interactive time-dependent tone mapping using programmable graphics hardware
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Path integration for light transport in volumes
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Real-time light-atmosphere interactions for outdoor scenes
Graphics programming methods
A lighting model for general participating media
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Real-time realistic illumination and shading of stratiform clouds
NPH'06 Proceedings of the Second Eurographics conference on Natural Phenomena
Practical rendering of multiple scattering effects in participating media
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
GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering
Proceedings of the 2009 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2009 papers
A quantized-diffusion model for rendering translucent materials
ACM SIGGRAPH 2011 papers
CommonVolumeShader: simple and portable specification of volumetric light transport in X3D
Proceedings of the 16th International Conference on 3D Web Technology
Interactive cloud rendering using temporally-coherent photon mapping
Proceedings of Graphics Interface 2012
Importance Sampling Techniques for Path Tracing in Participating Media
Computer Graphics Forum
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
GPU-assisted high quality particle rendering
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Rapid sketch modeling of clouds
SBM'08 Proceedings of the Fifth Eurographics conference on Sketch-Based Interfaces and Modeling
Graphics Interaction: Interactive cloud rendering using temporally coherent photon mapping
Computers and Graphics
Interactive albedo editing in path-traced volumetric materials
ACM Transactions on Graphics (TOG)
3D Virtual worlds and the metaverse: Current status and future possibilities
ACM Computing Surveys (CSUR)
Hi-index | 0.00 |
We propose an algorithm for the real time realistic simulation of multiple anisotropic scattering of light in a volume. Contrary to previous real-time methods we account for all kinds of light paths through the medium and preserve their anisotropic behavior. Our approach consists of estimating the energy transport from the illuminated cloud surface to the rendered cloud pixel for each separate order of multiple scattering. We represent the distribution of light paths reaching a given viewed cloud pixel with the mean and standard deviation of their entry points on the lit surface, which we call the collector area. At rendering time for each pixel we determine the collector area on the lit cloud surface for different sets of scattering orders, then we infer the associated light transport. The fast computation of the collector area and light transport is possible thanks to a preliminary analysis of multiple scattering in plane-parallel slabs and does not require slicing or marching through the volume. Rendering is done efficiently in a shader on the GPU, relying on a cloud surface mesh augmented with a Hypertexture to enrich the shape and silhouette. We demonstrate our model with the interactive rendering of detailed animated cumulus and cloudy sky at 2--10 frames per second.