Atmospheric illumination and shadows
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
The zonal method for calculating light intensities in the presence of a participating medium
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
A lighting model aiming at drive simulators
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Reflection from layered surfaces due to subsurface scattering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A practical analytic model for daylight
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
An anisotropic phong BRDF model
Journal of Graphics Tools
A signal-processing framework for inverse rendering
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 practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Realistic image synthesis using photon mapping
Realistic image synthesis using photon mapping
Frequency space environment map rendering
Proceedings of the 29th 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
International Journal of Computer Vision
Lambertian Reflectance and Linear Subspaces
IEEE Transactions on Pattern Analysis and Machine Intelligence
Light reflection functions for simulation of clouds and dusty surfaces
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
A data-driven reflectance model
ACM SIGGRAPH 2003 Papers
Real-time light-atmosphere interactions for outdoor scenes
Graphics programming methods
CVPR'03 Proceedings of the 2003 IEEE computer society conference on Computer vision and pattern recognition
All-frequency precomputed radiance transfer for glossy objects
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
All-frequency relighting of non-diffuse objects using separable BRDF approximation
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Practical rendering of multiple scattering effects in participating media
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Efficient rendering of atmospheric phenomena
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Acquiring scattering properties of participating media by dilution
ACM SIGGRAPH 2006 Papers
ACM SIGGRAPH 2006 Papers
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Perceptual rendering of participating media
ACM Transactions on Applied Perception (TAP)
Compact and efficient generation of radiance transfer for dynamically articulated characters
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
Radiance caching for participating media
ACM Transactions on Graphics (TOG)
Interactive relighting of dynamic refractive objects
ACM SIGGRAPH 2008 papers
Real-time smoke rendering using compensated ray marching
ACM SIGGRAPH 2008 papers
The beam radiance estimate for volumetric photon mapping
ACM SIGGRAPH 2008 classes
CAD and Graphics: A new approach for construction and rendering of dynamic light shaft
Computers and Graphics
ACM SIGGRAPH ASIA 2008 courses
Single scattering in refractive media with triangle mesh boundaries
ACM SIGGRAPH 2009 papers
An analytical approach to single scattering for anisotropic media and light distributions
Proceedings of Graphics Interface 2009
Precomputation-Based Rendering
Foundations and Trends® in Computer Graphics and Vision
ACM SIGGRAPH ASIA 2009 Courses
ACM SIGGRAPH 2009 Courses
Interactive volume caustics in single-scattering media
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
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
A radiative transfer framework for rendering materials with anisotropic structure
ACM SIGGRAPH 2010 papers
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
Descattering transmission via angular filtering
ECCV'10 Proceedings of the 11th European conference on Computer vision: Part I
A comprehensive theory of volumetric radiance estimation using photon points and beams
ACM Transactions on Graphics (TOG)
Interactive voxelized epipolar shadow volumes
ACM SIGGRAPH ASIA 2010 Sketches
Real time volumetric shadows using polygonal light volumes
Proceedings of the Conference on High Performance Graphics
Transmittance function mapping
I3D '11 Symposium on Interactive 3D Graphics and Games
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
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
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
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
State of the art in photon density estimation
ACM SIGGRAPH 2012 Courses
ACM SIGGRAPH 2012 Courses
Importance Sampling Techniques for Path Tracing in Participating Media
Computer Graphics Forum
GPU-assisted high quality particle rendering
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
A closed-form solution to single scattering for general phase functions and light distributions
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Visual chatter in the real world
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Parallel solution to the radiative transport
EG PGV'09 Proceedings of the 9th Eurographics conference on Parallel Graphics and Visualization
Real-time rendering of daylight sky scene for virtual environment
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
Approximate Bias Compensation for Rendering Scenes with Heterogeneous Participating Media
Computer Graphics Forum
Imperfect voxelized shadow volumes
Proceedings of the 5th High-Performance Graphics Conference
ACM SIGGRAPH 2013 Courses
Joint importance sampling of low-order volumetric scattering
ACM Transactions on Graphics (TOG)
Rendering scenes with participating media based on RBFs for photon mapping using graphics hardware
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
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We consider real-time rendering of scenes in participating media, capturing the effects of light scattering in fog, mist and haze. While a number of sophisticated approaches based on Monte Carlo and finite element simulation have been developed, those methods do not work at interactive rates. The most common real-time methods are essentially simple variants of the OpenGL fog model. While easy to use and specify, that model excludes many important qualitative effects like glows around light sources, the impact of volumetric scattering on the appearance of surfaces such as the diffusing of glossy highlights, and the appearance under complex lighting such as environment maps. In this paper, we present an alternative physically based approach that captures these effects while maintaining real time performance and the ease-of-use of the OpenGL fog model. Our method is based on an explicit analytic integration of the single scattering light transport equations for an isotropic point light source in a homogeneous participating medium. We can implement the model in modern programmable graphics hardware using a few small numerical lookup tables stored as texture maps. Our model can also be easily adapted to generate the appearances of materials with arbitrary BRDFs, environment map lighting, and precomputed radiance transfer methods, in the presence of participating media. Hence, our techniques can be widely used in real-time rendering.