An analytical approach to single scattering for anisotropic media and light distributions
Proceedings of Graphics Interface 2009
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
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
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 multiple scattering using light propagation volumes
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
ACM SIGGRAPH 2012 Courses
Precomputed atmospheric scattering
EGSR'08 Proceedings of the Nineteenth 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
ACM SIGGRAPH 2013 Courses
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Recently, for real-time applications such as games, the rendering of scenes with light scattering effects in the presence of volumetric objects such as smoke, mist, etc., has gained much attention. Slice-based methods are well-known techniques for achieving fast rendering of these effects. However, for real-time applications, it is necessary to reduce the number of slice planes that are used. As a result, aliasing (striped patterns) can appear in the rendered images. In this paper, we propose a real-time rendering method for scenes containing volumetric objects that does not generate aliasing in the rendered images. When a scene consists of volumetric and polygonal objects, the proposed method also does not generate aliasing at the boundaries between the polygonal and the volumetric objects. Moreover, we are able to reduce aliasing at shadows inside a volumetric object that are cast by polygonal objects by interpolating the occlusion rates of light at several locations. The proposed method can be efficiently implemented on a GPU.