Reflection from layered surfaces due to subsurface scattering
SIGGRAPH '93 Proceedings of the 20th 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 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
Interactive translucent volume rendering and procedural modeling
Proceedings of the conference on Visualization '02
Metropolis Light Transport for Participating Media
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Path integration for light transport in volumes
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Efficient Rendering of Local Subsurface Scattering
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Physically Based Rendering: From Theory to Implementation
Physically Based Rendering: From Theory to Implementation
ACM SIGGRAPH 2004 Papers
A lighting model for general participating media
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Image synthesis using adjoint photons
GI '06 Proceedings of Graphics Interface 2006
Computing the scattering properties of participating media using Lorenz-Mie theory
ACM SIGGRAPH 2007 papers
Adaptive numerical cumulative distribution functions for efficient importance sampling
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
A hybrid monte carlo method for accurate and efficient subsurface scattering
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Rendering translucent materials using photon diffusion
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
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Monte Carlo path tracing is a simple and effective way to solve the volume rendering equation. However, propagating light paths through participating media can be very costly because of the need to simulate potentially many scattering events. This paper presents a simple technique to accelerate path tracing of homogeneous participating media. We use a traditional path tracer for scattering near the surface but switch to a new approach for handling paths that penetrate far enough inside the medium. These paths are determined by sampling from a set of precomputed probability distributions, which avoids the need to simulate individual scattering events or perform ray intersection tests with the environment. We demonstrate cases where our approach leads to accurate and more efficient rendering of participating media, including subsurface scattering in translucent materials.