Proceedings of the 2005 Symposium on Interactive 3D Graphics and Games 2005
DOI: 10.1145/1053427.1053446
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A lighting model for general participating media

Abstract: Figure 1: The appearance of participating media changes dramatically as medium density (or scattering coefficient) is increased from left to right. Multiple scattering contributes little to the left image but dominates the image on the right. The spatial density distribution is identical in all cases. Images are produced at 3 fps using the new model. AbstractEfficient and visually compelling reproduction of effects due to multiple scattering in participating media remains one of the most difficult tasks in com… Show more

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Cited by 13 publications
(14 citation statements)
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“…In addition, [Premoze et al 2004] speed up this technique and account for the spatial spreading of light around this mean path through an analytical formulation. This approach has been brought to real-time [Hegeman et al 2005] using graphics hardware for volume slicing in a manner similar to [Harris and Lastra 2001;Riley et al 2004]. These methods based on two slicing passes (accumulating the flux from the light source in the slices, then from the slices to the eye) restrict the variety of light paths accounted for.…”
Section: Light Transportmentioning
confidence: 99%
“…In addition, [Premoze et al 2004] speed up this technique and account for the spatial spreading of light around this mean path through an analytical formulation. This approach has been brought to real-time [Hegeman et al 2005] using graphics hardware for volume slicing in a manner similar to [Harris and Lastra 2001;Riley et al 2004]. These methods based on two slicing passes (accumulating the flux from the light source in the slices, then from the slices to the eye) restrict the variety of light paths accounted for.…”
Section: Light Transportmentioning
confidence: 99%
“…However, our algorithms do not need such a preprocessing step. There are other simplified lighting models for participating media and volumes [13,14,18,26]. For all these methods, only forward scattering is considered and lighting values are propagated from slice to slice.…”
Section: Discussionmentioning
confidence: 99%
“…Max [20] has extended the discrete ordinates method to capture anisotropic multiple scattering. Hegeman et al [14] have proposed a two-pass approach for strong forward scattering. Harris and Lastra [13] have used a similar approach to render clouds.…”
Section: Introductionmentioning
confidence: 99%
“…In addition, Premoze [23] speed up this technique and account for the spatial spreading of light around this mean path through an analytical formulation. Hegeman [24] has been brought this approach to real-time using graphics hardware for volume slicing in a manner similar to Harris [25], Riley [26]. Bouthors [27] has extended the study of Neyret [20], he described a phenomenological approach for realize a cumulus clouds model from observations of real scenes.…”
Section: Renderingmentioning
confidence: 99%