Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
A multiresolution framework for volume rendering
VVS '94 Proceedings of the 1994 symposium on Volume visualization
Approximate and probabilistic algorithms for shading and rendering structured particle systems
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
3D RGB image compression for interactive applications
ACM Transactions on Graphics (TOG)
Realistic image synthesis using photon mapping
Realistic image synthesis using photon mapping
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Real-time rendering of plant leaves
ACM SIGGRAPH 2005 Papers
Approximate ambient occlusion for trees
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Direct-to-indirect transfer for cinematic relighting
ACM SIGGRAPH 2006 Papers
Realistic and interactive visualization of high-density plant ecosystems
NPH'05 Proceedings of the First Eurographics conference on Natural Phenomena
Expressive illumination of foliage based on implicit surfaces
NPH'07 Proceedings of the Third Eurographics conference on Natural Phenomena
Compact, fast and robust grids for ray tracing
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Hi-index | 0.00 |
Real-time cinematic relighting of large, forest ecosystems remains a challenging problem, in that important global illumination effects, such as leaf transparency and inter-object light scattering, are difficult to capture, given tight timing constraints and scenes that typically contain hundreds of millions of primitives. A solution that is based on a lattice-Boltzmann method is suggested. Reflectance, transmittance, and absorptance parameters are taken from measurements of real plants and integrated into a parameterized, dynamic global illumination model. When the model is combined with fast shadow rays, traced on a GPU, near real-time cinematic relighting is achievable for forest scenes containing hundreds of millions of polygons.