SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
A practical analytic single scattering model for real time rendering
ACM SIGGRAPH 2005 Papers
Fast scene voxelization and applications
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
Real time volumetric shadows using polygonal light volumes
Proceedings of the Conference on High Performance Graphics
ACM SIGGRAPH 2012 Courses
ACM SIGGRAPH 2013 Courses
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Current algorithms for rendering shadows inside participating media hit a bottleneck when computing light visibility throughout the media. These algorithms rely either on sampling along viewing rays, often thrashing memory caches, or slower analytic solutions using object-space computations, such as shadow volumes. We present a new cache-coherent sampling technique that computes volumetric light visibility that requires as little as one texture lookup per pixel. We efficiently voxelize shadow volumes in epipolar-space using standard parallel scan operations. The only step dependent on geometric complexity is an image-space voxelization [Eisemann and Décoret 2006] that often takes under a millisecond. This allows us to render shadows in participating media at up to 300 frames per second.