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Participating media illumination using light propagation maps

Published:09 February 2009Publication History
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Abstract

Light traveling through semi-transparent media such as smoke and marble is absorbed and scattered. To achieve proper realistic visualizations of such media, illumination algorithms must account for these events. In this article, we present a new method for solving the Radiative Transport Equation, which models such evolution of light. The new method falls into the category of the Discrete Ordinates Method and inherits its generality and computational lightness. This method is known to suffer from two main shortcomings, namely false scattering and the ray effect, which we avoid in our new method. By propagating the light using low-dimensional maps of rays we detach their transport from the Eulerian grid and use fine angular discretizations. Thus, the scattering effect at each scattering generation is eliminated and the ray effect is significantly reduced at no additional memory requirements. Results demonstrate the new method's efficiency, ability to produce high-quality approximations, and its usefulness for a wide range of computer graphics applications.

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  1. Participating media illumination using light propagation maps

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    Eugene Zhang

    Realistic rendering of semi-transparent objects, such as smoke and marble, needs to address the absorption and scattering of light as it travels through the media. This is described by the radiative transport equation, which is difficult to solve due to the high dimensionality of the problem and insufficient resolutions in modeling orientations. The discrete ordinates method, a widely used solver based on finite element analysis, suffers from false scattering and ray effect that refer, respectively, to the loss of sharp light beams due to numerical smoothing and light travel in fictitious directions. Fattal provides an elegant improvement to this method without significantly increasing the computational cost and memory requirement. The basic idea is to propagate light using lower-dimensional maps, which separates light transport from the underlying Eulerian mesh and allows higher angular resolution. This approach greatly minimizes the smoothing of sharp light beams (false scattering) and reduces the number of false propagation directions (the ray effect). In addition, the use of low-dimensional maps in the process does not increase the memory usage or the computational cost. Computer graphics researchers, game developers, and technical directors at production houses will benefit most from this work. In addition, heat transfer engineers and fluid scientists could also benefit from the new development presented. Online Computing Reviews Service

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    • Published in

      cover image ACM Transactions on Graphics
      ACM Transactions on Graphics  Volume 28, Issue 1
      January 2009
      144 pages
      ISSN:0730-0301
      EISSN:1557-7368
      DOI:10.1145/1477926
      Issue’s Table of Contents

      Copyright © 2009 ACM

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      New York, NY, United States

      Publication History

      • Published: 9 February 2009
      • Accepted: 1 August 2008
      • Revised: 1 June 2008
      • Received: 1 June 2006
      Published in tog Volume 28, Issue 1

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