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
Real-time Volume Graphics
IEEE Computer Graphics and Applications
Real-time smoke rendering using compensated ray marching
ACM SIGGRAPH 2008 papers
Soft irregular shadow mapping: fast, high-quality, and robust soft shadows
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Transmittance function mapping
I3D '11 Symposium on Interactive 3D Graphics and Games
Hi-index | 0.00 |
Participating media are an unavoidable part of todays visual effects. The computation of compelling lighting effects within clouds or smoke remains challenging, both in terms of memory occupancy and computational power. Also, the fine tuning and layout of production-quality scenes requires efficient techniques for fast pre-visualization of the results. The Transmittance Function Maps provide an efficient solution for real-time previsualization of relatively wispy media such as clouds. However, this technique cannot support the extremely high densities encountered within the pyroclastic clouds of Wrath of the Titans, or in the sandstorm of Prometheus. We propose an adaptation of the Transmittance Function Mapping technique for the interactive previsualization of extremely dense, production-quality participating media. Based on a dual ray marching approach, our technique provides significant quality improvements while preserving real-time performance.