A practical analytic single scattering model for real time rendering
Global illumination
OpenGL
Real-time rendering
DOI:
10.1145/1073204.1073309
Publication Date:
2005-11-07T16:00:45Z
AUTHORS (4)
ABSTRACT
We consider real-time rendering of scenes in participating media, capturing the effects light scattering fog, mist and haze. While a number sophisticated approaches based on Monte Carlo finite element simulation have been developed, those methods do not work at interactive rates. The most common are essentially simple variants OpenGL fog model. easy to use specify, that model excludes many important qualitative like glows around sources, impact volumetric appearance surfaces such as diffusing glossy highlights, under complex lighting environment maps. In this paper, we present an alternative physically approach captures these while maintaining real time performance ease-of-use Our method is explicit analytic integration single transport equations for isotropic point source homogeneous medium. can implement modern programmable graphics hardware using few small numerical lookup tables stored texture also be easily adapted generate appearances materials with arbitrary BRDFs, map lighting, precomputed radiance transfer methods, presence media. Hence, our techniques widely used rendering.
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