Display of the earth taking into account atmospheric scattering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
A practical analytic model for daylight
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
PG '00 Proceedings of the 8th Pacific Conference on Computer Graphics and Applications
VG '03 Proceedings of the 2003 Eurographics/IEEE TVCG Workshop on Volume graphics
Physically-based simulation of twilight phenomena
ACM Transactions on Graphics (TOG)
Real-time atmospheric effects in games
ACM SIGGRAPH 2006 Courses
Precomputed atmospheric scattering
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
An analytic model for full spectral sky-dome radiance
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Interactive cloud rendering using temporally-coherent photon mapping
Proceedings of Graphics Interface 2012
Graphics Interaction: Interactive cloud rendering using temporally coherent photon mapping
Computers and Graphics
3D Virtual worlds and the metaverse: Current status and future possibilities
ACM Computing Surveys (CSUR)
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Real-time rendering of participating media in nature presents a difficult problem. The reason is that realistic reproduction of such media requires a proper physical simulation in all cases. In our work we focus on real-time rendering of planetary atmospheres and large areas of water. We first formulate a physically-based model for simulation of light transport in these environments. This model accounts for all necessary light contributions --- direct illumination, indirect illumination caused by the scattered light and interreflections between the planetary surface and the atmospheric volume, as well as reflections from the seabed. We adopt the precomputation scheme presented in the previous works to precompute the colours of the arbitrarily dense atmosphere and large-scale water surfaces into a set of lookup tables. All these computations are fully spectral, which increases the realism. Finally we utilize these tables in a GPU-based algorithm that is capable of rendering a whole planet with its atmosphere from all viewpoints above the planetary surface. This approach is capable to achieve hundreds of frames per second on today's graphics hardware.