IEEE Computer Graphics and Applications
Epipolar sampling for shadows and crepuscular rays in participating media with single scattering
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Single scattering in heterogenous participating media
ACM SIGGRAPH 2010 Talks
Transmittance function mapping
I3D '11 Symposium on Interactive 3D Graphics and Games
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
ACM SIGGRAPH 2012 Courses
ACM SIGGRAPH 2013 Courses
Hi-index | 0.00 |
Classical rendering methods usually consider that light travels in vacuum, hence overlooking its interactions with its medium of transmission: the air. However, interactions between light and particles in suspension in the air generate phenomena such as smoke, fog, dust... Existing methods for simulating such interactions often rely on the native fog attenuation of graphics hardware, ignoring the occlusion effects shown in Figure 1. Mitchell [2005] tackles this problem by shading series of semi-transparent volume slices using a shadow map. While providing visually pleasant results, the method is not physically accurate and is prone to artifacts in given viewing directions due to undersampling.