Light diffusion through clouds and haze
Computer Vision, Graphics, and Image Processing
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Continuous tone representation of three-dimensional objects illuminated by sky light
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
ACM Transactions on Graphics (TOG)
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
Adaptive radiosity textures for bidirectional ray tracing
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
The accumulation buffer: hardware support for high-quality rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Ray tracing trimmed rational surface patches
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Light-water interaction using backward beam tracing
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
A progressive multi-pass method for global illumination
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Illumination from curved reflectors
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Display of the earth taking into account atmospheric scattering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
A Generalization of Algebraic Surface Drawing
ACM Transactions on Graphics (TOG)
Light reflection functions for simulation of clouds and dusty surfaces
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
Beam tracing polygonal objects
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Display of clouds taking into account multiple anisotropic scattering and sky light
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
A simple, efficient method for realistic animation of clouds
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Animation and rendering of complex water surfaces
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive rendering of caustics using interpolated warped volumes
GI '05 Proceedings of Graphics Interface 2005
Interactive image-space techniques for approximating caustics
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Caustics Mapping: An Image-Space Technique for Real-Time Caustics
IEEE Transactions on Visualization and Computer Graphics
Eikonal rendering: efficient light transport in refractive objects
ACM SIGGRAPH 2007 papers
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Single scattering in refractive media with triangle mesh boundaries
ACM SIGGRAPH 2009 papers
GPU-based refraction and caustics rendering on depth textures
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
Interactive volume caustics in single-scattering media
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Exploring the use of glossy light volumes for interactive global illumination
Proceedings of the 7th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
A comprehensive theory of volumetric radiance estimation using photon points and beams
ACM Transactions on Graphics (TOG)
Real-time volume caustics with adaptive beam tracing
I3D '11 Symposium on Interactive 3D Graphics and Games
An alternative suggestion for vision-language integration in intelligent agents
SETN'06 Proceedings of the 4th Helenic conference on Advances in Artificial Intelligence
Interactively rendering dynamic caustics on GPU
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
State of the art in photon density estimation
ACM SIGGRAPH 2012 Courses
Realistic water volumes in real-time
NPH'06 Proceedings of the Second Eurographics conference on Natural Phenomena
Interactive screen-space accurate photon tracing on GPUs
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
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A precise shading model is required to display realistic images. Recently research on global illumination has been widespread. In global illumination, problems of diffuse reflection have been solved fairly well, but some optical problems after specular reflection and refraction still remain. Some natural phenomena stand out in reflected/refracted light from the wave surface of water. Refracted light from water surface converges and diverges, and creates shafts of light due to scattered light from particles. The color of the water is influenced by scattering/absorption effects of water molecules and suspensions. For these effects, the intensity and direction of incident light to particles plays an important role, and it is difficult to calculate them in conventional ray-tracing because light refracts when passing through waves. Therefore, the pre-processing tracing from light sources is necessary.The method proposed here can effectively calculate optical effects, shaft of light, caustics, and color of the water without such pre-processing by using a scanline Z-buffer and accumulation buffer.