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Interactive Direct Volume Rendering with Many-light Methods and Transmittance Caching [article]

Christoph Weber, Anton S. Kaplanyan, Marc Stamminger, Carsten Dachsbacher
2013 International Symposium on Vision, Modeling, and Visualization  
In this paper we present an interactive global illumination method for Direct Volume Rendering (DVR) based on the many-light approach, a class of global illumination methods which gained much interest  ...  Many-light methods represent the light transport in a volume by determining a set of virtual light sources whose direct illumination and single scattering to a view ray approximate full global illumination  ...  Introduction Direct Volume Rendering (DVR) methods are one of the favored approaches for exploration and presentation of volume media, such as scientific and medical data.  ... 
doi:10.2312/pe.vmv.vmv13.195-202 dblp:conf/vmv/WeberKSD13 fatcat:re7sjsc2ubfwpi43ay4onjuhve

Deep Screen Space for Indirect Lighting of Volumes [article]

Oliver Nalbach, Tobias Ritschel, Hans-Peter Seidel
2014 International Symposium on Vision, Modeling, and Visualization  
We present a method to render approximate indirect light transport from surfaces to volumes which is fully dynamic with respect to geometry, the medium and the main light sources, running at interactive  ...  These surfels are lit and represent the senders of indirect light.  ...  For indirect lighting of volumes, many offline methods based on the idea of instant radiosity [Kel97] exist.  ... 
doi:10.2312/vmv.20141287 dblp:conf/vmv/NalbachRS14 fatcat:m6x34sbivvalpbcbad52a76tou

Parallel Irradiance Caching for Interactive Monte-Carlo Direct Volume Rendering

Rostislav Khlebnikov, Philip Voglreiter, Markus Steinberger, Bernhard Kainz, Dieter Schmalstieg
2014 Computer graphics forum (Print)  
Figure 1 : Three volumes with enlarged areas rendered with Irradiance Caching (left half) and normal Monte Carlo Volume Rendering (right half) after the same time.  ...  Abstract We propose a technique to build the irradiance cache for isotropic scattering simultaneously with Monte Carlo progressive direct volume rendering on a single GPU, which allows us to achieve up  ...  [WKSD13] apply an approach using virtual point lights (VPL) in interactive volume rendering.  ... 
doi:10.1111/cgf.12362 fatcat:yosfpedbnvecbkrbwk3vr67zem

Ambient Volume Scattering

Marco Ament, Filip Sadlo, Daniel Weiskopf
2013 IEEE Transactions on Visualization and Computer Graphics  
Abstract-We present ambient scattering as a preintegration method for scattering on mesoscopic scales in direct volume rendering.  ...  It provides interactive volumetric scattering and soft shadows, with interactive control of the transfer function, anisotropy parameter of the phase function, lighting conditions, and viewpoint.  ...  John Blondin, and Prof. Ulrich Rist for providing data sets.  ... 
doi:10.1109/tvcg.2013.129 pmid:24051861 fatcat:46q7vnc7vzazdbjbwwr773b3hy

Radiance caching for participating media

Wojciech Jarosz, Craig Donner, Matthias Zwicker, Henrik Wann Jensen
2007 ACM SIGGRAPH 2007 sketches on - SIGGRAPH '07  
In this article we present a novel radiance caching method for efficiently rendering participating media using Monte Carlo ray tracing.  ...  Our method handles all types of light scattering including anisotropic scattering, and it works in both homogeneous and heterogeneous media.  ...  These singularities become even more prominent with many light sources (b).  ... 
doi:10.1145/1278780.1278848 dblp:conf/siggraph/JaroszDZJ07 fatcat:ir5lqd6d4vdvfmkeobe6zw7qsu

A survey on rendering homogeneous participating media

Wenshi Wu, Beibei Wang, Ling-Qi Yan
2021 Computational Visual Media  
Incoming light interacts with these participating media in complex ways: refraction at boundaries and scattering and absorption inside volumes.  ...  There are several categories of rendering methods which are all based on this equation, but using different solutions.  ...  In summary, point based methods are suitable for rendering applications needing limited rendering cost and interactive rendering applications, e.g., interactive media editing and lighting editing.  ... 
doi:10.1007/s41095-021-0249-1 fatcat:vuvlmd5m7bg47gcpwmxq67nnlu

An Approach to Point Based Approximate Color Bleeding with Volumes [chapter]

Christopher J. Gibson, Zoë J. Wood
2011 Lecture Notes in Computer Science  
Achieving realistic or believable global illumination in scenes with participating media is expensive. Light interacts with the parti cles of a volume, creating complex radiance patterns.  ...  The proposed method achieves results comparable to that of existing Monte Carlo inte gration methods, that is realistic looking renders of scenes which include volume data elements, obtaining render speeds  ...  A special thanks to Patrick Kelly from DreamWorks Animations for his consistent help and support.  ... 
doi:10.1007/978-3-642-24028-7_41 fatcat:67ugam57ijcixfwgtgpouhiq3q

Boundary-Aware Extinction Mapping

Pascal Gautron, Cyril Delalandre, Jean-Eudes Marvie, Pascal Lecocq
2013 Computer graphics forum (Print)  
Combined with a simple out-of-core rendering framework, Boundary-Aware Extinction Maps are valuable tools for interactive applications as well as production previsualization and rendering.  ...  This animated scene features a 1024 3 volcano smoke and 75 other media such as smoke and clouds (512 3 each), rendered interactively at 1.5 fps.  ...  Boundary-Aware Extinction Maps also provide a unified representation of the volumetric datasets of the scene, compatible with many other rendering methods.  ... 
doi:10.1111/cgf.12238 fatcat:7wtqyqsjevfczitsdqergj4ujq

Low-Pass Filtered Volumetric Shadows

Marco Ament, Filip Sadlo, Carsten Dachsbacher, Daniel Weiskopf
2014 IEEE Transactions on Visualization and Computer Graphics  
We integrated our method in a GPU-based volume renderer with ray casting from the camera, which offers interactive control of the transfer function, light source positions, and viewpoint, for both static  ...  We present a novel and efficient method to compute volumetric soft shadows for interactive direct volume visualization to improve the perception of spatial depth.  ...  The authors thank OsiriX, Kwan-Liu Ma, Jackqueline Chen, Andrea Beck, John Blondin, and all collaborators of for providing data sets.  ... 
doi:10.1109/tvcg.2014.2346333 pmid:26356957 fatcat:22pahex4dbflho746mvjulj6ty

FastNeRF: High-Fidelity Neural Rendering at 200FPS [article]

Stephan J. Garbin, Marek Kowalski, Matthew Johnson, Jamie Shotton, Julien Valentin
2021 arXiv   pre-print
The core of our method is a graphics-inspired factorization that allows for (i) compactly caching a deep radiance map at each position in space, (ii) efficiently querying that map using ray directions  ...  Rendering these images is very computationally demanding and recent improvements are still a long way from enabling interactive rates, even on high-end hardware.  ...  the density volume, and visiting every voxel thereafter until a ray's transmittance is saturated.  ... 
arXiv:2103.10380v2 fatcat:jsa43nqvofamzpakh6d7h3krbu

Deep shadow maps

Tom Lokovic, Eric Veach
2000 Proceedings of the 27th annual conference on Computer graphics and interactive techniques - SIGGRAPH '00  
The algorithm is simple to implement and can be added easily to existing renderers as an alternative to ordinary shadow maps.  ...  We introduce deep shadow maps, a technique that produces fast, high-quality shadows for primitives such as hair, fur, and smoke.  ...  Acknowledgements Thanks to Adam Woodbury for modeling the cloud in Figure 10 , Christian Hill and Brad Winemiller for production help, and Rob Cook and Matt Pharr for valuable comments on early drafts  ... 
doi:10.1145/344779.344958 dblp:conf/siggraph/LokovicV00 fatcat:tvtg54lbzbfonb3of2k62ucy2i

Scalable Realistic Rendering with Many-Light Methods [article]

Carsten Dachsbacher, Jaroslav Krivánek, Milos Hasan, Adam Arbree, Bruce Walter, Jan Novák
2012 Eurographics State of the Art Reports  
Recent years have seen increasing attention and significant progress in many-light rendering, a class of methods for the efficient computation of global illumination.  ...  We will cover both the fundamental concepts as well as improvements, extensions, and applications of many-light rendering.  ...  Acknowledgements This work was partially supported by the Intel Visual Computing Institute in Saarbrücken/Germany, the DFG grant DA 1200/1-1, and the Czech Science Foundation grant P202-13-26189S.  ... 
doi:10.2312/conf/eg2013/stars/023-038 fatcat:ss5d6vpeizdmjpqp2w76z7gvsu

Interactive directional subsurface scattering and transport of emergent light

Alessandro Dal Corso, Jeppe Revall Frisvad, Jesper Mosegaard, J. Andreas Bærentzen
2016 The Visual Computer  
Existing techniques for interactive rendering of deformable translucent objects can accurately compute diffuse but not directional subsurface scattering effects.  ...  We obtain interactive frame rates, our subsurface scattering results are close to ground truth, and our technique is the first to include interactive transport of emergent light from deformable translucent  ...  The Stanford Bunny and the Stanford Dragon models are courtesy of the Stanford University Computer Graphics Laboratory (  ... 
doi:10.1007/s00371-016-1207-2 fatcat:4wwmmi7uwrakpbh5z43myiwgzi


Iliyan Georgiev, Eric Johnston, Adrien Herubel, Declan Russell, Frédéric Servant, Marcos Fajardo, Thiago Ize, Mike Farnsworth, Ramón Montoya-Vozmediano, Alan King, Brecht Van Lommel, Angel Jimenez (+2 others)
2018 ACM Transactions on Graphics  
Arnold is a path-tracing renderer used for the production of photo-realistic and art-directed visual effects in feature films (Arnold is a physically based renderer for feature-length animation and visual  ...  Achieving this required building a robust piece of ray-tracing software that can ingest large amounts of geometry with detailed shading and lighting and produce images with high fidelity, while scaling  ...  We express our appreciation for the many past and present studios and individual users of Arnold for their feedback and amazing work.  ... 
doi:10.1145/3182160 fatcat:q5skylvshncqtifdli44ofvypm

Interactive Light Map and Irradiance Volume Preview in Frostbite [chapter]

Diede Apers, Petter Edblom, Charles de Rousiers, Sébastien Hillaire
2019 Ray Tracing Gems  
Methods to accelerate these updates, such as view prioritization and irradiance caching, are also described. A light map denoiser is used to always present a pleasing image on screen.  ...  We present an approach to updating light maps and irradiance volumes in real time according to elements constituting a scene.  ...  Thus, it has less impact on performance than incoherent tracing toward many lights interacting with each vertex of a path.  ... 
doi:10.1007/978-1-4842-4427-2_23 fatcat:cr5bus5ppbelramd6tseibqkg4
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