Atmospheric illumination and shadows
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th 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
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Fundamentals of Texture Mapping and Image Warping
Fundamentals of Texture Mapping and Image Warping
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Parallel-split shadow maps for large-scale virtual environments
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
GI '08 Proceedings of graphics interface 2008
GI '08 Proceedings of graphics interface 2008
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
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Line space gathering for single scattering in large scenes
ACM SIGGRAPH 2010 papers
A hierarchical volumetric shadow algorithm for single scattering
ACM SIGGRAPH Asia 2010 papers
Real time volumetric shadows using polygonal light volumes
Proceedings of the Conference on High Performance Graphics
Real-time volumetric shadows using 1D min-max mipmaps
I3D '11 Symposium on Interactive 3D Graphics and Games
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Real-Time Shadows
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
Precomputed Safety Shapes for Efficient and Accurate Height-Field Rendering
IEEE Transactions on Visualization and Computer Graphics
Light space perspective shadow maps
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Anti-aliasing and continuity with trapezoidal shadow maps
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
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Volumetric light scattering is a complex phenomenon that is difficult to simulate in real time as light can be scattered towards the camera from everywhere in space. By assuming a single-scattering model, we can transform the usually-employed ray-marching into an efficient ray-independent texture filtering process. Our algorithm builds upon a rectified shadow map as input and we propose an efficient rectification scheme, which could be used by other approaches as well. The resulting scattering method is very fast and almost independent of the screen resolution, but it still produces near-reference results. These properties make it a good candidate for performance-critical applications, such as games.