Procedural elements for computer graphics
Procedural elements for computer graphics
Geometric modeling
Light diffusion through clouds and haze
Computer Vision, Graphics, and Image Processing
Shadows for bump-mapped surfaces
Proceedings of Computer Graphics Tokyo '86 on Advanced Computer Graphics
Mathematical elements for computer graphics (2nd ed.)
Mathematical elements for computer graphics (2nd ed.)
Shading models for point and linear sources
ACM Transactions on Graphics (TOG)
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
An improved illumination model for shaded display
Communications of the ACM
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications
Light reflection functions for simulation of clouds and dusty surfaces
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
3-D transformations of images in scanline order
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th 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 visible surface algorithm
A real time visible surface algorithm
Modeling the effect of the atmosphere on light
ACM Transactions on Graphics (TOG)
Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
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
Near real-time shadow generation using BSP trees
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Rendering fur with three dimensional textures
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Area and volume coherence for efficient visualization of 3D scalar functions
VVS '90 Proceedings of the 1990 workshop on Volume visualization
A volume density optical model
VVS '92 Proceedings of the 1992 workshop on Volume visualization
Volume rendering of 3D scalar and vector fields at LLNL
Proceedings of the 1993 ACM/IEEE conference on Supercomputing
A practical analytic model for daylight
Proceedings of the 26th 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
Applications of computer graphics to the visualization of meteorological data
SIGGRAPH '88 Proceedings of the 15th 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
Optical Models for Direct Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
Fast Horizon Computation at All Points of a Terrain With Visibility and Shading Applications
IEEE Transactions on Visualization and Computer Graphics
Spherical Harmonic Molecular Surfaces
IEEE Computer Graphics and Applications
Spatial Transformations for Rapid Scan-Line Surface Shadowing
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
Real-time light-atmosphere interactions for outdoor scenes
Graphics programming methods
Graphics programming methods
A practical analytic single scattering model for real time rendering
ACM SIGGRAPH 2005 Papers
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
An analytical approach to single scattering for anisotropic media and light distributions
Proceedings of Graphics Interface 2009
ACM SIGGRAPH 2009 Courses
Line space gathering for single scattering in large scenes
ACM SIGGRAPH 2010 papers
The research of the regional pollutant concentration visualization based on the particles
Proceedings of the 3rd International Symposium on Visual Information Communication
A hierarchical volumetric shadow algorithm for single scattering
ACM SIGGRAPH Asia 2010 papers
Real-time volumetric shadows using 1D min-max mipmaps
I3D '11 Symposium on Interactive 3D Graphics and Games
A mathematical framework for efficient closed-form single scattering
Proceedings of Graphics Interface 2011
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
ACM SIGGRAPH 2012 Courses
Practical rendering of multiple scattering effects in participating media
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
A closed-form solution to single scattering for general phase functions and light distributions
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Real-time rendering of daylight sky scene for virtual environment
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
Imperfect voxelized shadow volumes
Proceedings of the 5th High-Performance Graphics Conference
ACM SIGGRAPH 2013 Courses
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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The shadow volume algorithm of Frank Crow was reorganized to provide information on the regions of illuminated space in front of each visible surface. This information is used to calculate the extra intensity due to atmospheric scattering, so when the atmosphere is partly in shadow, columns of scattered light will be visible. For efficiency in sorting the shadow edges, the image is computed in polar coordinates.