Photorealistic Rendering Techniques 1995
DOI: 10.1007/978-3-642-87825-1_7
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Efficient Light Propagation for Multiple Anisotropic Volume Scattering

Abstract: Realistic rendering of participating media like clouds requires multiple anisotropic light scattering. This paper presents a propagation approximation for light scattered into M direction bins, which reduces the "ray effect" problem in the traditional "discrete ordinates" method. For a regular grid volume of n 3 elements, it takes O(M n 3 log n + M 2 n 3 ) time and O(M n 3 + M 2 ) space. This document is reprinted from the proceedings of the Fifth Eurographics Workshop on Rendering,

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Cited by 57 publications
(50 citation statements)
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“…Also, our methods can store photons from multiple light sources in one volume, while previous methods do not support multiple light sources. The method of Max [20,21] is more accurate than ours but runs slowly. The idea of tracing photons on the lattice links is general and might be applied to other lattices such as the CC lattice.…”
Section: Discussionmentioning
confidence: 80%
See 1 more Smart Citation
“…Also, our methods can store photons from multiple light sources in one volume, while previous methods do not support multiple light sources. The method of Max [20,21] is more accurate than ours but runs slowly. The idea of tracing photons on the lattice links is general and might be applied to other lattices such as the CC lattice.…”
Section: Discussionmentioning
confidence: 80%
“…Rushmeier and Torrance [27] have exploited the zonal method for isotropic scattering. 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.…”
Section: Introductionmentioning
confidence: 99%
“…(Max, 1994) and (Nishita et al, 1987) worked on an analytic solution for rendering atmospheric scattering, one of the most studied applications by recent works. Later, (Stam and Fiume, 1993) applied Nishita's model to render turbulent wind fields.…”
Section: Previous Workmentioning
confidence: 99%
“…Kaneda [5] also has simulated the anisotropic scattering in clouds and fog, including a case of multiple scattering. Max [6] extended the rendering to take into account the anisotropic scattering of light inside the cloud, and getting an illuminated corona when the light comes from the back. This method was later reused, using heuristics based on the principle of forward scattering typical of clouds Nishita [7].…”
Section: Renderingmentioning
confidence: 99%