Light diffusion through clouds and haze
Computer Vision, Graphics, and Image Processing
Atmospheric illumination and shadows
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Visual simulation of atmospheric haze
Computer Graphics Forum
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Interactive rendering of atmospheric scattering effects using graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Light reflection functions for simulation of clouds and dusty surfaces
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
Mathematical Approximation for Real-Time Lighting Rendering Through Participating Media
PG '00 Proceedings of the 8th Pacific Conference on Computer Graphics and Applications
Interactive Rendering Method for Displaying Shafts of Light
PG '00 Proceedings of the 8th Pacific Conference on Computer Graphics and Applications
Real-time light-atmosphere interactions for outdoor scenes
Graphics programming methods
Graphics programming methods
A practical analytic single scattering model for real time rendering
ACM SIGGRAPH 2005 Papers
Anti-aliased and real-time rendering of scenes with light scattering effects
The Visual Computer: International Journal of Computer Graphics
Fogshop: Real-Time Design and Rendering of Inhomogeneous, Single-Scattering Media
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
An analytical approach to single scattering for anisotropic media and light distributions
Proceedings of Graphics Interface 2009
Epipolar sampling for shadows and crepuscular rays in participating media with single scattering
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Efficient rendering of atmospheric phenomena
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Real-time volumetric shadows using 1D min-max mipmaps
I3D '11 Symposium on Interactive 3D Graphics and Games
A mathematical framework for efficient closed-form single scattering
Proceedings of Graphics Interface 2011
Real-time multiple scattering using light propagation volumes
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Virtual ray lights for rendering scenes with participating media
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
ACM SIGGRAPH 2012 Courses
Imperfect voxelized shadow volumes
Proceedings of the 5th High-Performance Graphics Conference
ACM SIGGRAPH 2013 Courses
CUDA-accelerated simulation of multiple scattering using decoupling approximation
Journal of Visualization
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Due to the intricate nature of the equation governing light transport in participating media, accurately and efficiently simulating radiative energy transfer remains very challenging in spite of its broad range of applications. As an alternative to traditional numerical estimation methods such as ray-marching and volume-slicing, a few analytical approaches to solving single scattering have been proposed but current techniques are limited to the assumption of isotropy, rely on simplifying approximations and/or require substantial numerical precomputation and storage. In this paper, we present the very first closed-form solution to the air-light integral in homogeneous media for general 1-D anisotropic phase functions and punctual light sources. By addressing an open problem in the overall light transport literature, this novel theoretical result enables the analytical computation of exact solutions to complex scattering phenomena while achieving semi-interactive performance on graphics hardware for several common scattering modes.