Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
A Model for Volume Lighting and Modeling
IEEE Transactions on Visualization and Computer Graphics
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
A practical analytic single scattering model for real time rendering
ACM SIGGRAPH 2005 Papers
Real-time cloud simulation and rendering
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Real-time smoke rendering using compensated ray marching
ACM SIGGRAPH 2008 papers
SIGGRAPH 2009: Talks
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Single scattering in heterogenous participating media
ACM SIGGRAPH 2010 Talks
Image quality assessment: from error visibility to structural similarity
IEEE Transactions on Image Processing
SIGGRAPH Asia 2011 Sketches
Volume-aware extinction mapping
ACM SIGGRAPH 2012 Talks
Bringing transmittance function maps to the screen: Wrath of the Titans and Prometheus
Proceedings of the Digital Production Symposium
Imperfect voxelized shadow volumes
Proceedings of the 5th High-Performance Graphics Conference
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The interaction between light and participating media involves complex physical phenomena including light absorption and scattering. Media such as fog, clouds or smoke feature complex lighting interactions that are intrinsically related to the properties of their constitutive particles. As a result, the radiance transmitted by the medium depends on the varying properties on the entire light paths, which generate soft light shafts and opacity variations. Simulating light scattering in these media usually requires complex offline estimations. Real-time applications are either based on heavy precomputations, limited to homogeneous media or relying on simplistic rendering techniques such as billboards. We propose a generic method for fast estimation of single scattering within participating media. Introducing the concept of Transmittance Function Maps and Uniform Projective Space Sampling, our method leverages graphics hardware for interactive support of dynamic light sources, viewpoints and participating media. Our method also accounts for the shadows cast from solid objects, providing a full-featured solution for fast rendering of participating media which potentially embrace the entire scene.