SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Footprint evaluation for volume rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
VVS '94 Proceedings of the 1994 symposium on Volume visualization
Computer graphics (2nd ed. in C): principles and practice
Computer graphics (2nd ed. in C): principles and practice
Adding shadows to a texture-based volume renderer
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
Eliminating popping artifacts in sheet buffer-based splatting
Proceedings of the conference on Visualization '98
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
VVS '89 Proceedings of the 1989 Chapel Hill workshop on Volume visualization
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A practical evaluation of popular volume rendering algorithms
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
An improved illumination model for shaded display
Communications of the ACM
FastSplats: optimized splatting on rectilinear grids
Proceedings of the conference on Visualization '00
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Interactive translucent volume rendering and procedural modeling
Proceedings of the conference on Visualization '02
Splatting Errors and Antialiasing
IEEE Transactions on Visualization and Computer Graphics
High-Quality Splatting on Rectilinear Grids with Efficient Culling of Occluded Voxels
IEEE Transactions on Visualization and Computer Graphics
Multidimensional Transfer Functions for Interactive Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
IEEE Computer Graphics and Applications
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
VG'01 Proceedings of the 2001 Eurographics conference on Volume Graphics
Shadows and Soft Shadows with Participating Media Using Splatting
IEEE Transactions on Visualization and Computer Graphics
Vicinity Shading for Enhanced Perception of Volumetric Data
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
A simple, efficient method for real-time simulation of smoke shadow
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
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This paper describes an efficient algorithm to model the light attenuation due to a participating media with low albedo. The light attenuation is modeled using splatting volume renderer for both the viewer and the light source. During the rendering, a 2D shadow buffer attenuates the light for each pixel. When the contribution of a footprint is added to the image buffer, as seen from the eye, we add the contribution to the shadow buffer, as seen from the light source. We have generated shadows for point lights and parallel lights using this algorithm. The shadow algorithm has been extended to deal with multiple light sources and projective textured lights.