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
Efficient ray tracing of volume data
ACM Transactions on Graphics (TOG)
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Depicting fire and other gaseous phenomena using diffusion processes
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Rendering participating media with bidirectional path tracing
Proceedings of the eurographics workshop on Rendering techniques '96
Algorithm 778: L-BFGS-B: Fortran subroutines for large-scale bound-constrained optimization
ACM Transactions on Mathematical Software (TOMS)
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
A simple, efficient method for realistic animation of clouds
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
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
A real-time cloud modeling, rendering, and animation system
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Sparse matrix solvers on the GPU: conjugate gradients and multigrid
ACM SIGGRAPH 2003 Papers
Realistic image synthesis for scenes with radiatively participating media
Realistic image synthesis for scenes with radiatively participating media
Variational shape approximation
ACM SIGGRAPH 2004 Papers
A lighting model for general participating media
Proceedings of the 2005 symposium on Interactive 3D graphics and games
A practical analytic single scattering model for real time rendering
ACM SIGGRAPH 2005 Papers
Local, deformable precomputed radiance transfer
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2006 Papers
Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation
ACM SIGGRAPH 2006 Papers
Radiance caching for participating media
ACM SIGGRAPH 2007 sketches
Fogshop: Real-Time Design and Rendering of Inhomogeneous, Single-Scattering Media
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
CVPR'03 Proceedings of the 2003 IEEE computer society conference on Computer vision and pattern recognition
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
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
Real-time multiple scattering in participating media with illumination networks
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Real-time parallel hashing on the GPU
ACM SIGGRAPH Asia 2009 papers
Interactive volume caustics in single-scattering media
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Line space gathering for single scattering in large scenes
ACM SIGGRAPH 2010 papers
ACM SIGGRAPH 2010 papers
Single scattering in heterogenous participating media
ACM SIGGRAPH 2010 Talks
Transmittance function mapping
I3D '11 Symposium on Interactive 3D Graphics and Games
SIGGRAPH Asia 2011 Sketches
Real-time multiple scattering using light propagation volumes
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Interactive cloud rendering using temporally-coherent photon mapping
Proceedings of Graphics Interface 2012
State of the art in photon density estimation
ACM SIGGRAPH 2012 Courses
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Bringing transmittance function maps to the screen: Wrath of the Titans and Prometheus
Proceedings of the Digital Production Symposium
Progressive expectation-maximization for hierarchical volumetric photon mapping
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
GPU-assisted high quality particle rendering
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Adaptive volumetric shadow maps
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Parallel solution to the radiative transport
EG PGV'09 Proceedings of the 9th Eurographics conference on Parallel Graphics and Visualization
Graphics Interaction: Interactive cloud rendering using temporally coherent photon mapping
Computers and Graphics
Linear-time smoke animation with vortex sheet meshes
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Linear-time smoke animation with vortex sheet meshes
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Fast global illumination for interactive volume visualization
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Imperfect voxelized shadow volumes
Proceedings of the 5th High-Performance Graphics Conference
A compact random-access representation for urban modeling and rendering
ACM Transactions on Graphics (TOG)
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
CUDA-accelerated simulation of multiple scattering using decoupling approximation
Journal of Visualization
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We present a real-time algorithm called compensated ray marching for rendering of smoke under dynamic low-frequency environment lighting. Our approach is based on a decomposition of the input smoke animation, represented as a sequence of volumetric density fields, into a set of radial basis functions (RBFs) and a sequence of residual fields. To expedite rendering, the source radiance distribution within the smoke is computed from only the low-frequency RBF approximation of the density fields, since the high-frequency residuals have little impact on global illumination under low-frequency environment lighting. Furthermore, in computing source radiances the contributions from single and multiple scattering are evaluated at only the RBF centers and then approximated at other points in the volume using an RBF-based interpolation. A slice-based integration of these source radiances along each view ray is then performed to render the final image. The high-frequency residual fields, which are a critical component in the local appearance of smoke, are compensated back into the radiance integral during this ray march to generate images of high detail. The runtime algorithm, which includes both light transfer simulation and ray marching, can be easily implemented on the GPU, and thus allows for real-time manipulation of viewpoint and lighting, as well as interactive editing of smoke attributes such as extinction cross section, scattering albedo, and phase function. Only moderate preprocessing time and storage is needed. This approach provides the first method for real-time smoke rendering that includes single and multiple scattering while generating results comparable in quality to offline algorithms like ray tracing.