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Transmittance function mapping

Published:18 February 2011Publication History

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.

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References

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            cover image ACM Conferences
            I3D '11: Symposium on Interactive 3D Graphics and Games
            February 2011
            207 pages
            ISBN:9781450305655
            DOI:10.1145/1944745

            Copyright © 2011 ACM

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            Association for Computing Machinery

            New York, NY, United States

            Publication History

            • Published: 18 February 2011

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            I3D '11 Paper Acceptance Rate24of64submissions,38%Overall Acceptance Rate148of485submissions,31%

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