CG International '92 Proceedings of the 10th International Conference of the Computer Graphics Society on Visual computing : integrating computer graphics with computer vision: integrating computer graphics with computer vision
A practical analytic model for daylight
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Shadow volume reconstruction from depth maps
ACM Transactions on Graphics (TOG)
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Interactive rendering of atmospheric scattering effects using graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Interactive Rendering Method for Displaying Shafts of Light
PG '00 Proceedings of the 8th Pacific Conference on Computer Graphics and Applications
A practical analytic single scattering model for real time rendering
ACM SIGGRAPH 2005 Papers
Real-time rendering of light shafts on GPU
ISVC'06 Proceedings of the Second international conference on Advances in Visual Computing - Volume Part I
An efficient hybrid shadow rendering algorithm
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
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
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Due to high computational expense of simulating the physical model of atmospheric effect, rendering realistic natural light phenomena in real time is a challenging work. In this paper, we present a new approach for dynamic light shaft construction and rendering. Unified volumes construction is proposed for both dynamic light shaft and shadow, which is embedded into an efficient method of rendering natural light shafts with atmospheric scattering. We present the analytic formula of scattering computation without numerical integration and its implementation on current GPU. Our approach can simulate not only the lighting effect with single light source but also multiple parallel light sources according to the physical model of skylight and sunlight.