Interactive rendering of atmospheric scattering effects using graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
CAD and Graphics: A new approach for construction and rendering of dynamic light shaft
Computers and Graphics
An analytical approach to single scattering for anisotropic media and light distributions
Proceedings of Graphics Interface 2009
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
A mathematical framework for efficient closed-form single scattering
Proceedings of Graphics Interface 2011
Real-time rendering of light shafts on GPU
ISVC'06 Proceedings of the Second international conference on Advances in Visual Computing - Volume Part I
A closed-form solution to single scattering for general phase functions and light distributions
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Real-time rendering of daylight sky scene for virtual environment
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
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Recently, graphics hardware has increased in capability, and is now available even on standard PCs. These advances have encouraged researchers to develop hardware-accelerated methods for rendering realistic images. One of the important elements in enhancing reality is the effect of atmospheric scattering. The scattering of light due to atmospheric particles has to be taken into account in order to display shafts of light produced by studio spotlights and headlights of automobiles, for example. The purpose of this paper is to develop a method for displaying shafts of light at interactive rates by making use of the graphics hardware. The method makes use of hardware-accelerated volume rendering techniques to display the shafts of light.