An image-based approach to three-dimensional computer graphics
An image-based approach to three-dimensional computer graphics
Efficient simulation of light transport in scenes with participating media using photon maps
Proceedings of the 25th 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
Hardware-accelerated real-time rendering of gaseous phenomena
Journal of Graphics Tools
Multiple View Geometry in Computer Vision
Multiple View Geometry in Computer Vision
Real-time light-atmosphere interactions for outdoor scenes
Graphics programming methods
Graphics programming methods
Physically Based Rendering: From Theory to Implementation
Physically Based Rendering: From Theory to Implementation
Real-time relief mapping on arbitrary polygonal surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
A practical analytic single scattering model for real time rendering
ACM SIGGRAPH 2005 Papers
Relief mapping of non-height-field surface details
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Anti-aliased and real-time rendering of scenes with light scattering effects
The Visual Computer: International Journal of Computer Graphics
Image-space horizon-based ambient occlusion
ACM SIGGRAPH 2008 talks
Multiresolution splatting for indirect illumination
Proceedings of the 2009 symposium on Interactive 3D graphics and games
SIGGRAPH 2009: Talks
A hierarchical volumetric shadow algorithm for single scattering
ACM SIGGRAPH Asia 2010 papers
Real time volumetric shadows using polygonal light volumes
Proceedings of the Conference on High Performance Graphics
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
Proceedings of the 2011 SIGGRAPH Asia Conference
Real-time multiple scattering using light propagation volumes
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Virtual ray lights for rendering scenes with participating media
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
Interactive cloud rendering using temporally-coherent photon mapping
Proceedings of Graphics Interface 2012
State of the art in photon density estimation
ACM SIGGRAPH 2012 Courses
ACM SIGGRAPH 2012 Courses
Camera space volumetric shadows
Proceedings of the Digital Production Symposium
A closed-form solution to single scattering for general phase functions and light distributions
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Approximate Bias Compensation for Rendering Scenes with Heterogeneous Participating Media
Computer Graphics Forum
Graphics Interaction: Interactive cloud rendering using temporally coherent photon mapping
Computers and Graphics
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
CUDA-accelerated simulation of multiple scattering using decoupling approximation
Journal of Visualization
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Scattering in participating media, such as fog or haze, generates volumetric lighting effects known as crepuscular or god rays. Rendering such effects greatly enhances the realism in virtual scenes, but is inherently costly as scattering events occur at every point in space and thus it requires costly integration of the light scattered towards the observer. This is typically done using ray marching which is too expensive for every pixel on the screen for interactive applications. We propose a rendering technique for textured light sources in single-scattering media, that draws from the concept of epipolar geometry to place samples in image space: the inscattered light varies orthogonally to crepuscular rays, but mostly smoothly along these rays. These are epipolar lines of a plane of light rays that projects onto one line on the image plane. Our method samples sparsely along epipolar lines and interpolates between samples where adequate, but preserves high frequency details that are caused by shadowing of light rays. We show that our method is very simple to implement on the GPU, yields high quality images, and achieves high frame rates.