Proceedings of the 18th Meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2014
DOI: 10.1145/2556700.2556704
|View full text |Cite
|
Sign up to set email alerts
|

Prefiltered single scattering

Abstract: 2.2ms 30fpsFigure 1: Our method needs only 2.2ms for single scattering using a 1024 2 shadow map and a 1920 × 1080 full-HD screen resolution. It has basically a constant cost per screen pixel, achieving up to a 20× speedup and 6× less memory consumption for similar quality compared to state-of-the-art methods that struggle with the complexity and details of the scene [Chen et al. 2011]. (Total render time is around 33 ms -most time is spent on ambient occlusion, alpha matting, and disabled backface culling to … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
7
0

Year Published

2016
2016
2018
2018

Publication Types

Select...
2
1

Relationship

1
2

Authors

Journals

citations
Cited by 3 publications
(7 citation statements)
references
References 22 publications
0
7
0
Order By: Relevance
“…Our method also improves on the overall realism in the model of Elek et al [20], while maintaining the same performance as the conservative ray-marching version of their implementation when executed at 1920 × 1080 pixels. Despite our efforts, our method lacks the precision of the excellent work by Klehm et al [23] and Peters et al [24] with respect to scattering and shadow maps.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Our method also improves on the overall realism in the model of Elek et al [20], while maintaining the same performance as the conservative ray-marching version of their implementation when executed at 1920 × 1080 pixels. Despite our efforts, our method lacks the precision of the excellent work by Klehm et al [23] and Peters et al [24] with respect to scattering and shadow maps.…”
Section: Discussionmentioning
confidence: 99%
“…Volumetric rendering of clouds still requires a heavy workload for most modern GPUs, but the realism is very accurate and may become standard in the coming years. Later contributions to this approach were made by Yusov [19], Elek et al [20], Dobashi et al [21], and Goswami-Neyret [22], while further contributions include the latest cutting-edge findings in light scattering made by Klehm et al [23] and Peters et al [24], with very high performance at 1920 × 1080 pixels. We contributed to the state-of-the-art by improving the performance of existing algorithms and developing new efficient algorithms and methods to reduce the physics workload of many slow hyper-realistic implementations, without loss of quality.…”
mentioning
confidence: 99%
“…Hence, we focus on existing real-time solutions for single scattering. There are several options for efficient computation of single scattering; min-max mipmaps [1], voxelized shadow volumes [21], shadow volumes based on shadow maps [22], or prefiltered single scattering [2]. While approaches for multiple scattering exist [23], their precision is still relatively low due to the use of a coarse grid, which is why we concentrate on single scattering only.…”
Section: Stylized Scatteringmentioning
confidence: 99%
“…Note that we skip attenuation from the light source to the sampling point x t , as this results in complete attenuation for a directional light source located at infinity. A common approximation is to factor out visibility [1], [2], [21], [30], which we also identify as a useful parameter for stylization purposes. The equation then becomes:…”
Section: Real-time Scattering Backgroundmentioning
confidence: 99%
See 1 more Smart Citation