Filter-based real-time single scattering |
Journal of Computer Graphics Techniques, Volume 3, Number 3, page 7--34 - August 2014
Light scattering due to participating media is a complex process and difficult to simulate in real time because light can be scattered towards the camera from everywhere in space. In this work, we replace the usually-employed ray-marching with an efficient ray-independent texture filtering process, which leads to a significant acceleration. Our algorithm assumes single scattering media and takes a rectified shadow map as input, which can also be efficiently rectified by a new scheme, which we propose in this work. Our method is fast and almost resolution independent, while producing near-reference results. For this reason, it is a good candidate for performance-critical applications, such as games.
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BibTex references
@Article { KSE14a, author = "Klehm, Oliver and Seidel, Hans-Peter and Eisemann, Elmar", title = "Filter-based real-time single scattering", journal = "Journal of Computer Graphics Techniques", number = "3", volume = "3", pages = "7--34", month = "August", year = "2014", keywords = "Filter-based Real-time Single Scattering", url = "http://graphics.tudelft.nl/Publications-new/2014/KSE14a" }