Modeling the effect of the atmosphere on light
ACM Transactions on Graphics (TOG)
SIGGRAPH '87 Proceedings of the 14th 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
Interactive rendering of atmospheric scattering effects using graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Interactive Rendering Method for Displaying Shafts of Light
PG '00 Proceedings of the 8th Pacific Conference on Computer Graphics and Applications
Generic mesh refinement on GPU
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
CAD and Graphics: A new approach for construction and rendering of dynamic light shaft
Computers and Graphics
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In the past, it is difficult to simulate light shafts effect in real-time. One major reason is the high computational expense to perform the physically-accurate computation of atmosphere scattering. Another is due to the limitation of computer resource, especially lack of power and programmability in the graphic hardware. Recently, with the advent of more powerful graphic card in standard PC platform and the development of programmable stages in the graphic pipeline, a lot of computational expensive algorithms are made available in modern commercial games. In this paper, we propose a novel method of rendering light shafts with atmospheric scattering based on actual physical phenomena. The proposed method utilizes hardware frame buffer object and a mesh refinement pattern to achieve photorealistic effect at high frame rate.