SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Shadow volume reconstruction from depth maps
ACM Transactions on Graphics (TOG)
Interactive rendering of atmospheric scattering effects using graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Graphics programming methods
A practical analytic single scattering model for real time rendering
ACM SIGGRAPH 2005 Papers
Anti-aliased and real-time rendering of scenes with light scattering effects
The Visual Computer: International Journal of Computer Graphics
Fogshop: Real-Time Design and Rendering of Inhomogeneous, Single-Scattering Media
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
An analytical approach to single scattering for anisotropic media and light distributions
Proceedings of Graphics Interface 2009
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
A hierarchical volumetric shadow algorithm for single scattering
ACM SIGGRAPH Asia 2010 papers
Interactive voxelized epipolar shadow volumes
ACM SIGGRAPH ASIA 2010 Sketches
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
Real-time multiple scattering using light propagation volumes
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
ACM SIGGRAPH 2012 Courses
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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This paper presents a more efficient way of computing single scattering effects in homogeneous participating media for real-time purposes than the currently popular ray-marching based algorithms. These effects include halos around light sources, volumetric shadows and crepuscular rays. By displacing the vertices of a base mesh with the depths from a standard shadow map, we construct a polygonal mesh that encloses the volume of space that is directly illuminated by a light source. Using this volume we can calculate the airlight contribution for each pixel by considering only points along the eye-ray where shadow-transitions occur. Unlike previous ray-marching methods, our method calculates the exact airlight contribution, with respect to the shadow map resolution, at real time frame rates.