Unified sun and sky illumination for shadows under trees
CVGIP: Graphical Models and Image Processing
Proceedings of the 25th 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
Fast calculation of soft shadow textures using convolution
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A microfacet-based BRDF generator
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Efficient image-based methods for rendering soft shadows
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
High-quality pre-integrated volume rendering using hardware-accelerated pixel shading
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Simulation of wrinkled surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Radiosity and Global Illumination
Radiosity and Global Illumination
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications
Shadows and Soft Shadows with Participating Media Using Splatting
IEEE Transactions on Visualization and Computer Graphics
A Model for Volume Lighting and Modeling
IEEE Transactions on Visualization and Computer Graphics
ACM SIGGRAPH 2004 Papers
Interactive modeling of topologically complex geometric detail
ACM SIGGRAPH 2004 Papers
ACM SIGGRAPH 2005 Papers
Relief mapping of non-height-field surface details
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
IEEE Transactions on Visualization and Computer Graphics
Is accurate occlusion of glossy reflections necessary?
Proceedings of the 4th symposium on Applied perception in graphics and visualization
Eikonal rendering: efficient light transport in refractive objects
ACM SIGGRAPH 2007 papers
Real-time, all-frequency shadows in dynamic scenes
ACM SIGGRAPH 2008 papers
Interactive relighting of dynamic refractive objects
ACM SIGGRAPH 2008 papers
The assumed light direction for perceiving shape from shading
Proceedings of the 5th symposium on Applied perception in graphics and visualization
Approximating dynamic global illumination in image space
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Perceptual influence of approximate visibility in indirect illumination
ACM Transactions on Applied Perception (TAP)
ACM SIGGRAPH ASIA 2009 Courses
Cascaded light propagation volumes for real-time indirect illumination
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Physically Based Rendering, Second Edition: From Theory To Implementation
Physically Based Rendering, Second Edition: From Theory To Implementation
A hierarchical volumetric shadow algorithm for single scattering
ACM SIGGRAPH Asia 2010 papers
Real-time volumetric shadows using 1D min-max mipmaps
I3D '11 Symposium on Interactive 3D Graphics and Games
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
A multidirectional occlusion shading model for direct volume rendering
EuroVis'10 Proceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization
A directional occlusion shading model for interactive direct volume rendering
EuroVis'09 Proceedings of the 11th Eurographics / IEEE - VGTC conference on Visualization
Hi-index | 0.00 |
In this article, we present a method for rendering dynamic scenes featuring translucent procedural volumetric detail with all-frequency soft shadows being cast from objects residing inside the view frustum. Our approach is based on an approximation of physically correct shadows from distant Gaussian area light sources positioned behind the view plane, using iterative convolution. We present a theoretical and empirical analysis of this model and propose an efficient class of convolution kernels which provide high quality at interactive frame rates. Our GPU-based implementation supports arbitrary volumetric detail maps, requires no precomputation, and therefore allows for real-time modification of all rendering parameters.