Atmospheric illumination and shadows
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
The zonal method for calculating light intensities in the presence of a participating medium
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
A lighting model aiming at drive simulators
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Reflection from layered surfaces due to subsurface scattering
SIGGRAPH '93 Proceedings of the 20th 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
Efficient simulation of light transport in scenes with participating media using photon maps
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Modeling and rendering of weathered stone
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Monte Carlo evaluation of non-linear scattering equations for subsurface reflection
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A rapid hierarchical rendering technique for translucent materials
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Global Illumination Techniques for the Simulation of Participating Media
Proceedings of the Eurographics Workshop on Rendering Techniques '97
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Interactive Rendering of Translucent Objects
PG '02 Proceedings of the 10th Pacific Conference on Computer Graphics and Applications
Path integration for light transport in volumes
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
CVPR'03 Proceedings of the 2003 IEEE computer society conference on Computer vision and pattern recognition
A signal-processing framework for reflection
ACM Transactions on Graphics (TOG)
A lighting model for general participating media
Proceedings of the 2005 symposium on Interactive 3D graphics and games
A practical analytic single scattering model for real time rendering
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2006 Papers
Radiance caching for participating media
ACM Transactions on Graphics (TOG)
Interactive multiple anisotropic scattering in clouds
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Dual scattering approximation for fast multiple scattering in hair
ACM SIGGRAPH 2008 papers
Real-time smoke rendering using compensated ray marching
ACM SIGGRAPH 2008 papers
The beam radiance estimate for volumetric photon mapping
ACM SIGGRAPH 2008 classes
ACM SIGGRAPH 2009 papers
ACM SIGGRAPH 2009 Courses
A radiative transfer framework for rendering materials with anisotropic structure
ACM SIGGRAPH 2010 papers
A quantized-diffusion model for rendering translucent materials
ACM SIGGRAPH 2011 papers
A simple, efficient method for real-time simulation of smoke shadow
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
State of the art in photon density estimation
ACM SIGGRAPH 2012 Courses
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Real-time realistic illumination and shading of stratiform clouds
NPH'06 Proceedings of the Second Eurographics conference on Natural Phenomena
GPU-assisted high quality particle rendering
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Approximate Bias Compensation for Rendering Scenes with Heterogeneous Participating Media
Computer Graphics Forum
Recent advances in physically-based appearance modeling of cloth
SIGGRAPH Asia 2012 Courses
A practical analytic model for the radiosity of translucent scenes
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Modular flux transfer: efficient rendering of high-resolution volumes with repeated structures
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Joint importance sampling of low-order volumetric scattering
ACM Transactions on Graphics (TOG)
CUDA-accelerated simulation of multiple scattering using decoupling approximation
Journal of Visualization
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Volumetric light transport effects are significant for many materials like skin, smoke, clouds, snow or water. In particular, one must consider the multiple scattering of light within the volume. While it is possible to simulate such media using volumetric Monte Carlo or finite element techniques, those methods are very computationally expensive. On the other hand, simple analytic models have so far been limited to homogeneous and/or optically dense media and cannot be easily extended to include strongly directional effects and visibility in spatially varying volumes. We present a practical method for rendering volumetric effects that include multiple scattering. We show an expression for the point spread function that captures blurring of radiance due to multiple scattering. We develop a general framework for incorporating this point spread function, while considering inhomogeneous media - this framework could also be used with other analytic multiple scattering models.