ABSTRACT
Multiple scattering is a crucial part of photorealistic rendering of high-albedo media. In the production rendering context, current techniques include wavefront tracking [Miller et al. 2012] as well as modified shadow calculations [Wrenninge et al. 2013] (hereon referred to as the contrast approximation). In order to convincingly render optically thick media, high scatter orders must be included, upwards of 100 bounces. Also, anisotropic effects must be handled.
- Kulla, C., and Fajardo, M. 2012. Importance sampling techniques for path tracing in participating media. Comp. Graph. Forum 31, 4 (June), 1519--1528. Google ScholarDigital Library
- Miller, B., Museth, K., Penney, D., and Bin Zafar, N. 2012. Cloud modeling and rendering for Puss in Boots. In ACM SIGGRAPH 2012 Talks, ACM Press, New York, SIGGRAPH 2012.Google Scholar
- Wrenninge, M., Kulla, C., and Lundqvist, V. 2013. Oz: The Great and Volumetric. In ACM SIGGRAPH 2013 Talks, ACM, New York, NY, USA, SIGGRAPH '13, 46:1--46:1. Google ScholarDigital Library
Index Terms
- Art-directable multiple volumetric scattering
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