Modeling the effect of the atmosphere on light
ACM Transactions on Graphics (TOG)
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
Display of the earth taking into account atmospheric scattering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Depicting fire and other gaseous phenomena using diffusion processes
SIGGRAPH '95 Proceedings of the 22nd 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
A practical analytic model for daylight
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
A physically-based night sky model
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 practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Texturing and Modeling: A Procedural Approach
Texturing and Modeling: A Procedural Approach
Interactive translucent volume rendering and procedural modeling
Proceedings of the conference on Visualization '02
A Model for Volume Lighting and Modeling
IEEE Transactions on Visualization and Computer Graphics
Light reflection functions for simulation of clouds and dusty surfaces
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Simulation of cloud dynamics on graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
A real-time cloud modeling, rendering, and animation system
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Path integration for light transport in volumes
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Visually Accurate Multi-Field Weather Visualization
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
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
Visualization of Structured Nonuniform Grids
IEEE Computer Graphics and Applications
Technical Section: Simulation of atmospheric phenomena
Computers and Graphics
Computing the scattering properties of participating media using Lorenz-Mie theory
ACM SIGGRAPH 2007 papers
Lattice-Based Volumetric Global Illumination
IEEE Transactions on Visualization and Computer Graphics
Interactive multiple anisotropic scattering in clouds
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Real-time smoke rendering using compensated ray marching
ACM SIGGRAPH 2008 papers
CAD and Graphics: A new approach for construction and rendering of dynamic light shaft
Computers and Graphics
An analytical approach to single scattering for anisotropic media and light distributions
Proceedings of Graphics Interface 2009
ACM SIGGRAPH 2009 Courses
Analysis of wireless optical communications feasibility in presence of clouds using Markov chains
IEEE Journal on Selected Areas in Communications - Special issue on optical wireless communications
The research of the regional pollutant concentration visualization based on the particles
Proceedings of the 3rd International Symposium on Visual Information Communication
A mathematical framework for efficient closed-form single scattering
Proceedings of Graphics Interface 2011
Physically-based simulation of rainbows
ACM Transactions on Graphics (TOG)
Interactive cloud rendering using temporally-coherent photon mapping
Proceedings of Graphics Interface 2012
Real-time realistic illumination and shading of stratiform clouds
NPH'06 Proceedings of the Second Eurographics conference on Natural Phenomena
Precomputed atmospheric scattering
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
GPU-assisted high quality particle rendering
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
A closed-form solution to single scattering for general phase functions and light distributions
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Real-time multiple scattering in participating media with illumination networks
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Graphics Interaction: Interactive cloud rendering using temporally coherent photon mapping
Computers and Graphics
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Rendering of atmospheric bodies involves modeling the complex interaction of light throughout the highly scattering medium of water and air particles. Scattering by these particles creates many well-known atmospheric optical phenomena including rainbows, halos, the corona, and the glory. Unfortunately, most radiative transport approximations in computer graphics are ill-suited to render complex angularly dependent effects in the presence of multiple scattering at reasonable frame rates. Therefore, this paper introduces a multiple-model lighting system that efficiently captures these essential atmospheric effects. We have solved the rendering of fine angularly dependent effects in the presence of multiple scattering by designing a lighting approximation based upon multiple scattering phase functions. This model captures gradual blurring of chromatic atmospheric optical phenomena by handling the gradual angular spreading of the sunlight as it experiences multiple scattering events with anisotropic scattering particles. It has been designed to take advantage of modern graphics hardware; thus, it is capable of rendering these effects at near interactive frame rates.