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
A survey of the modelling and rendering of the earth's atmosphere
SCCG '02 Proceedings of the 18th spring conference on Computer graphics
ZP+: correct Z-pass stencil shadows
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Physically-based simulation of twilight phenomena
ACM Transactions on Graphics (TOG)
Anti-aliased and real-time rendering of scenes with light scattering effects
The Visual Computer: International Journal of Computer Graphics
Real-time realistic illumination and shading of stratiform clouds
NPH'06 Proceedings of the Second Eurographics conference on Natural Phenomena
Efficient rendering of atmospheric phenomena
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Real-time spectral scattering in large-scale natural participating media
Proceedings of the 26th Spring Conference on Computer Graphics
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
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We present a new and accurate method to render the atmosphere in real time from any viewpoint from ground level to outer space, while taking Rayleigh and Mie multiple scattering into account. Our method reproduces many effects of the scattering of light, such as the daylight and twilight sky color and aerial perspective for all view and light directions, or the Earth and mountain shadows (light shafts) inside the atmosphere. Our method is based on a formulation of the light transport equation that is precomputable for all view points, view directions and sun directions. We show how to store this data compactly and propose a GPU compliant algorithm to precompute it in a few seconds. This precomputed data allows us to evaluate at runtime the light transport equation in constant time, without any sampling, while taking into account the ground for shadows and light shafts.