ABSTRACT
The interaction between light and participating media involves complex physical phenomena including light absorption and scattering. Media such as fog, clouds or smoke feature complex lighting interactions that are intrinsically related to the properties of their constitutive particles. As a result, the radiance transmitted by the medium depends on the varying properties on the entire light paths, which generate soft light shafts and opacity variations.
Simulating light scattering in these media usually requires complex offline estimations. Real-time applications are either based on heavy precomputations, limited to homogeneous media or relying on simplistic rendering techniques such as billboards. We propose a generic method for fast estimation of single scattering within participating media. Introducing the concept of Transmittance Function Maps and Uniform Projective Space Sampling, our method leverages graphics hardware for interactive support of dynamic light sources, viewpoints and participating media. Our method also accounts for the shadows cast from solid objects, providing a full-featured solution for fast rendering of participating media which potentially embrace the entire scene.
Supplemental Material
Available for Download
Technicolor Research & Innovation, Cyril Delalandre Pascal Gautron Jean-Eudes Marvie Guillaume Francois, paper : Transmittance Function Mapping, -volumeRendering.frag & volumeRendering.vert, Use to compute the single scattering by using the TSM, -tsmGeneration.frag & tsmGeneration.vert, Use to compute the DCT coefficient corresponding to the light attenuation
- Cerezo, E., Perez, F., Pueyo, X., Seron, F., and Sillion, F. 2005. A survey on participating media rendering techniques. The Visual Computer 21, 5, 303--328.Google ScholarDigital Library
- Chandrasekhar, S. 1950. Radiative transfer. Clarendon Press, Oxford.Google Scholar
- Delalandre, C., Gautron, P., Marvie, J.-E., and François, G. Single scattering in heterogenous participating media. In ACM SIGGRAPH 2010 Talks, SIGGRAPH '10. Google ScholarDigital Library
- Gautron, P., Marvie, J.-E., and François, G. 2009. Volumetric shadow mapping. In SIGGRAPH 2009 talks. Google ScholarDigital Library
- Harris, M. J. 2005. Real-time cloud simulation and rendering. In SIGGRAPH 2005 Courses. Google ScholarDigital Library
- Jansen, J., and Bavoil, L. 2010. Fourier opacity mapping. In Proceedings of the Symposium on Interactive 3D Graphics and Games, 165--172. Google ScholarDigital Library
- Kim, T.-Y., and Neumann, U. 2001. Opacity shadow maps. In Proceedings of the Eurographics Workshop on Rendering, 177--182. Google ScholarDigital Library
- Kniss, J., Premoze, S., Hansen, C., Shirley, P., and McPherson, A. 2003. A model for volume lighting and modeling. IEEE Transactions on Visualization and Computer Graphics 9, 2, 150--162. Google ScholarDigital Library
- Lokovic, T., and Veach, E. 2000. Deep shadow maps. In Proceedings of SIGGRAPH, 385--392. Google ScholarDigital Library
- Pegoraro, V., and Parker, S. 2009. An analytical solution to single scattering in homogeneous participating media. Proceedings of Eurographics 28, 2, 329--335.Google ScholarCross Ref
- Sun, B., Ramamoorthi, R., Narasimhan, S. G., and Nayar, S. K. 2005. A practical analytic single scattering model for real time rendering. Proceedings of SIGGRAPH 24, 3, 1040--1049. Google ScholarDigital Library
- Wang, Z., Bovik, A. C., Sheikh, H. R., and Simoncelli, E. P. 2004. Image quality assessment: From error visibility to structural similarity. IEEE Transactions on Image Processing 13, 4, 600--612. Google ScholarDigital Library
- Williams, L. 1978. Casting curved shadows on curved surfaces. In Proceedings of SIGGRAPH 12, 3, 270--274. Google ScholarDigital Library
- Wyman, C., and Ramsey, S. 2008. Interactive volumetric shadows in participating media with single-scattering. Proceedings of IEEE Symposium on Interactive Ray Tracing, 87--92.Google Scholar
- Zhou, K., Ren, Z., Lin, S., Bao, H., Guo, B., and Shum, H.-Y. 2008. Real-time smoke rendering using compensated ray marching. In Proceedings of SIGGRAPH, 1--12. Google ScholarDigital Library
Index Terms
- Transmittance function mapping
Recommendations
A non-exponential transmittance model for volumetric scene representations
We introduce a novel transmittance model to improve the volumetric representation of 3D scenes. The model can represent opaque surfaces in the volumetric light transport framework. Volumetric representations are useful for complex scenes, and become ...
Caustics Mapping: An Image-Space Technique for Real-Time Caustics
In this paper, we present a simple and practical technique for real-time rendering of caustics from reflective and refractive objects. Our algorithm, conceptually similar to shadow mapping, consists of two main parts: creation of a caustic map texture, ...
View-dependent displacement mapping
SIGGRAPH '03: ACM SIGGRAPH 2003 PapersSignificant visual effects arise from surface mesostructure, such as fine-scale shadowing, occlusion and silhouettes. To efficiently render its detailed appearance, we introduce a technique called view-dependent displacement mapping (VDM) that models ...
Comments