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
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
CG International '90 Proceedings of the eighth international conference of the Computer Graphics Society on CG International '90: computer graphics around the world
A comprehensive physical model for light reflection
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Turbulent wind fields for gaseous phenomena
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
A Reflectance Model for Computer Graphics
ACM Transactions on Graphics (TOG)
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
Realistic image synthesis for scenes with radiatively participating media
Realistic image synthesis for scenes with radiatively participating media
Computing the scattering properties of participating media using Lorenz-Mie theory
ACM SIGGRAPH 2007 papers
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Images of radiatively participating media are aesthetically appealing -- curls of smoke, sunsets, fires and clouds. Generating physically accurate, rather than artistic, images of participating media is an extremely challenging computational problem. In computer graphics, significant effort has gone into developing computational methods to account for attenuation and multiple scattering in participating media (e.g. [27], [4], [32],[18],[5],[24],[3],[31], [34],[33]). While such methods are still extremely time consuming, the problem is well understood. However, far less attention has been given into obtaining and/or modeling appropriate input for rendering participating media. In many cases, getting realistic input data is much more difficult than computing the light scattering. In this section we will consider what data is needed and some possible approaches for getting it.