Illumination networks: fast realistic rendering with general reflectance functions
SIGGRAPH '89 Proceedings of the 16th 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
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Rendering participating media with bidirectional path tracing
Proceedings of the eurographics workshop on Rendering techniques '96
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
Illuminating micro geometry based on precomputed visibility
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Accelerating path tracing by re-using paths
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Metropolis Light Transport for Participating Media
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
A Virtual Light Field Approach to Global Illumination
CGI '04 Proceedings of the Computer Graphics International
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Efficient rendering of atmospheric phenomena
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Spherical billboards and their application to rendering explosions
GI '06 Proceedings of Graphics Interface 2006
Real-time smoke rendering using compensated ray marching
ACM SIGGRAPH 2008 papers
Interactive cloud rendering using temporally-coherent photon mapping
Proceedings of Graphics Interface 2012
GPU-assisted high quality particle rendering
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Parallel solution to the radiative transport
EG PGV'09 Proceedings of the 9th Eurographics conference on Parallel Graphics and Visualization
Graphics Interaction: Interactive cloud rendering using temporally coherent photon mapping
Computers and Graphics
CUDA-accelerated simulation of multiple scattering using decoupling approximation
Journal of Visualization
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This paper proposes a real-time method to compute multiple scattering in non-homogeneous participating media having general phase functions. The volume represented by a particle system is supposed to be static, but the lights and the camera may move. Lights can be arbitrarily close to the volume and can even be inside. Real-time performance is achieved by reusing light scattering paths that are generated with global line bundles traced in sample directions in a preprocessing phase. For each particle we obtain those other particles which can be seen in one of the sample directions, and their radiances toward the given particle. This information is stored in an illumination network that allows the fast iteration of the volumetric rendering equation. The illumination network can be stored in two-dimensional arrays indexed by the particles and the directions, respectively. Interpreting these two-dimensional arrays as texture maps, the iteration of the scattering steps can be efficiently executed by the graphics hardware, and the illumination can spread over the media in real-time.