skip to main content
10.1145/2556700.2556704acmconferencesArticle/Chapter ViewAbstractPublication Pagesi3dConference Proceedingsconference-collections
research-article

Prefiltered single scattering

Published:14 March 2014Publication History

ABSTRACT

Volumetric light scattering is a complex phenomenon that is difficult to simulate in real time as light can be scattered towards the camera from everywhere in space. By assuming a single-scattering model, we can transform the usually-employed ray-marching into an efficient ray-independent texture filtering process. Our algorithm builds upon a rectified shadow map as input and we propose an efficient rectification scheme, which could be used by other approaches as well. The resulting scattering method is very fast and almost independent of the screen resolution, but it still produces near-reference results. These properties make it a good candidate for performance-critical applications, such as games.

References

  1. Annen, T., Mertens, T., Bekaert, P., Seidel, H.-P., and Kautz, J. 2007. Convolution shadow maps. In EGSR, 51--60. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Annen, T., Mertens, T., Seidel, H.-P., Flerackers, E., and Kautz, J. 2008. Exponential shadow maps. In Graph. Interf., 155--161. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Baboud, L., Eisemann, E., and Seidel, H.-P. 2011. Precomputed safety shapes for efficient and accurate height-field rendering. TVCG 99. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Baran, I., Chen, J., Ragan-Kelley, J., Durand, F., and Lehtinen, J. 2010. A hierarchical volumetric shadow algorithm for single scattering. ACM Trans. Graph. 29, 6 (Dec.), 178:1--178:10. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Billeter, M., Sintorn, E., and Assarsson, U. 2010. Real time volumetric shadows using polygonal light volumes. In HPG, 39--45. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Billeter, M., Sintorn, E., and Assarsson, U. 2012. Real-time multiple scattering using light propagation volumes. In i3D, 119--126. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Chandrasekar, S. 1960. Radiative Transfer.Google ScholarGoogle Scholar
  8. Chen, J., Baran, I., Durand, F., and Jarosz, W. 2011. Real-time volumetric shadows using 1d min-max mipmaps. In i3D, 39--46. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Dobashi, Y., Yamamoto, T., and Nishita, T. 2002. Interactive rendering of atmospheric scattering effects using graphics hardware. In Graph. hardware, 99--107. Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Donnelly, W., and Lauritzen, A. 2006. Variance shadow maps. In i3D, 161--165. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Eisemann, E., Schwarz, M., Assarsson, U., and Wimmer, M. 2011. Real-Time Shadows. AK Peters (CRC Press). Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. Engelhardt, T., and Dachsbacher, C. 2010. Epipolar sampling for shadows and crepuscular rays in participating media with single scattering. In i3D, 119--125. Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. Harris, M., Sengupta, S., and Owens, J. D. 2007. GPU Gems 3. ch. 39. Parallel Prefix Sum (Scan) with CUDA, 851--876.Google ScholarGoogle Scholar
  14. Heckbert, P. S. 1989. Fundamentals of texture mapping and image warping. Tech. rep. Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. Jansen, J., and Bavoil, L. 2010. Fourier opacity mapping. In i3D, 165--172. Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. Lauritzen, A., and McCool, M. 2008. Layered variance shadow maps. In Graph. Interf., 139--146. Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. Lokovic, T., and Veach, E. 2000. Deep shadow maps. In SIGGRAPH, 385--392. Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. Martin, T., and Tan, T.-S. 2004. Anti-aliasing and continuity with trapezoidal shadow maps. In EGSR, 153--160. Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. Max, N. L. 1986. Atmospheric illumination and shadows. SIGGRAPH Comput. Graph. 20, 4 (Aug.), 117--124. Google ScholarGoogle ScholarDigital LibraryDigital Library
  20. Mitchell, K. 2007. GPU Gems 3. ch. 13. Volumetric Light Scattering as a Post-Process, 275--285.Google ScholarGoogle Scholar
  21. Novák, J., Nowrouzezahrai, D., Dachsbacher, C., and Jarosz, W. 2012. Virtual ray lights for rendering scenes with participating media. ACM Trans. Graph. 31, 4, 60:1--60:11. Google ScholarGoogle ScholarDigital LibraryDigital Library
  22. Pegoraro, V., and Parker, S. G. 2009. An Analytical Solution to Single Scattering in Homogeneous Participating Media. CGF (EG) 28, 2, 329--335.Google ScholarGoogle ScholarCross RefCross Ref
  23. Salvi, M. 2008. Rendering filtered shadows with exponential shadow maps. Feb., 257--274.Google ScholarGoogle Scholar
  24. Stamminger, M., and Drettakis, G. 2002. Perspective shadow maps. ACM Trans. Graph. 21, 3 (July), 557--562. Google ScholarGoogle ScholarDigital LibraryDigital Library
  25. Sun, X., Zhou, K., Lin, S., and Guo, B. 2010. Line space gathering for single scattering in large scenes. ACM Trans. Graph. 29, 4 (July), 54:1--54:8. Google ScholarGoogle ScholarDigital LibraryDigital Library
  26. Toth, B., and Umenhofer, T. 2009. Real-time volumetric lighting in participating media. In EG Short Papers.Google ScholarGoogle Scholar
  27. Williams, L. 1978. Casting curved shadows on curved surfaces. SIGGRAPH Comput. Graph. 12, 3 (Aug.), 270--274. Google ScholarGoogle ScholarDigital LibraryDigital Library
  28. Wimmer, M., Scherzer, D., and Purgathofer, W. 2004. Light space perspective shadow maps. In EGSR, 143--151. Google ScholarGoogle ScholarDigital LibraryDigital Library
  29. Wyman, C., and Ramsey, S. 2008. Interactive volumetric shadows in participating media with single-scattering. In IEEE Interactive Ray Tracing, 87--92.Google ScholarGoogle Scholar
  30. Wyman, C. 2011. Voxelized shadow volumes. In HPG, 33--40. Google ScholarGoogle ScholarDigital LibraryDigital Library
  31. Zhang, F., Sun, H., Xu, L., and Lun, L. K. 2006. Parallel-split shadow maps for large-scale virtual environments. In Virtual reality continuum and its applications, 311--318. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Prefiltered single scattering

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in
    • Published in

      cover image ACM Conferences
      I3D '14: Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
      March 2014
      166 pages
      ISBN:9781450327176
      DOI:10.1145/2556700

      Copyright © 2014 ACM

      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 14 March 2014

      Permissions

      Request permissions about this article.

      Request Permissions

      Check for updates

      Qualifiers

      • research-article

      Acceptance Rates

      Overall Acceptance Rate148of485submissions,31%

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader