Filter-based real-time single scattering

Oliver Klehm, Hans-Peter Seidel, Elmar Eisemann
Journal of Computer Graphics Techniques, Volume 3, Number 3, page 7--34 - August 2014
Download the publication : KSE14.pdf [37.7Mo]  
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"
}

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» Oliver Klehm
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» Elmar Eisemann






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