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Practical Rendering of Multiple Scattering Effects in Participating Media [article]

Simon Premoze, Michael Ashikhmin, Jerry Tessendorf, Ravi Ramamoorthi, Shree Nayar
2004 Symposium on Rendering  
We present a practical method for rendering volumetric effects that include multiple scattering.  ...  Volumetric light transport effects are significant for many materials like skin, smoke, clouds, snow or water. In particular, one must consider the multiple scattering of light within the volume.  ...  This work was supported in part by grants from the National Science Foundation (CCF #0305322 on Real-Time Visualization and Rendering of Complex Scenes) and Intel Corporation (Real-Time Interaction and  ... 
doi:10.2312/egwr/egsr04/363-374 fatcat:xu6vomo5qjdsvpgfqvwkwebwyq

A survey on participating media rendering techniques

Eva Cerezo, Frederic Pérez, Xavier Pueyo, Francisco J. Seron, François X. Sillion
2005 The Visual Computer  
Rendering participating media is important for a number of domains, ranging from commercial applications (entertainment, virtual reality) to simulation systems (driving, flying and space simulators) and  ...  This article surveys global illumination algorithms for environments including participating media.  ...  Acknowledgments We would like to thank the different authors for providing the images included in the survey.  ... 
doi:10.1007/s00371-005-0287-1 fatcat:id2jw25qmbcgpostjwifutazv4

A practical analytic single scattering model for real time rendering

Bo Sun, Ravi Ramamoorthi, Srinivasa G. Narasimhan, Shree K. Nayar
2008 ACM SIGGRAPH ASIA 2008 courses on - SIGGRAPH Asia '08  
We consider real-time rendering of scenes in participating media, capturing the effects of light scattering in fog, mist and haze.  ...  Hence, our techniques can be widely used in real-time rendering.  ...  This research was supported by a Columbia University Presidential Fellowhip, an ONR Grant #N00014-05-1-0188 (A Physical Approach to Underwater Optical Imaging), an NSF Grant #0305322 (Real-Time Rendering  ... 
doi:10.1145/1508044.1508107 fatcat:aj33lxg3uzd7njerlbov4hragu

A practical analytic single scattering model for real time rendering

Bo Sun, Ravi Ramamoorthi, Srinivasa G. Narasimhan, Shree K. Nayar
2005 ACM SIGGRAPH 2005 Sketches on - SIGGRAPH '05  
We consider real-time rendering of scenes in participating media, capturing the effects of light scattering in fog, mist and haze.  ...  Hence, our techniques can be widely used in real-time rendering.  ...  This research was supported by a Columbia University Presidential Fellowhip, an ONR Grant #N00014-05-1-0188 (A Physical Approach to Underwater Optical Imaging), an NSF Grant #0305322 (Real-Time Rendering  ... 
doi:10.1145/1187112.1187138 dblp:conf/siggraph/SunRNN05 fatcat:qbufgupuibhhrp75mzipf6tz2y

A practical analytic single scattering model for real time rendering

Bo Sun, Ravi Ramamoorthi, Srinivasa G. Narasimhan, Shree K. Nayar
2005 ACM Transactions on Graphics  
We consider real-time rendering of scenes in participating media, capturing the effects of light scattering in fog, mist and haze.  ...  Hence, our techniques can be widely used in real-time rendering.  ...  This research was supported by a Columbia University Presidential Fellowhip, an ONR Grant #N00014-05-1-0188 (A Physical Approach to Underwater Optical Imaging), an NSF Grant #0305322 (Real-Time Rendering  ... 
doi:10.1145/1073204.1073309 fatcat:yhktq4mw5rax3guvdmziczqvum

A practical analytic single scattering model for real time rendering

Bo Sun, Ravi Ramamoorthi, Srinivasa G. Narasimhan, Shree K. Nayar
2005 ACM SIGGRAPH 2005 Papers on - SIGGRAPH '05  
We consider real-time rendering of scenes in participating media, capturing the effects of light scattering in fog, mist and haze.  ...  Hence, our techniques can be widely used in real-time rendering.  ...  This research was supported by a Columbia University Presidential Fellowhip, an ONR Grant #N00014-05-1-0188 (A Physical Approach to Underwater Optical Imaging), an NSF Grant #0305322 (Real-Time Rendering  ... 
doi:10.1145/1186822.1073309 fatcat:ocan2m6lhbcdliolybdozoncbi

Differential Ray Marching [article]

Adolfo Muñoz
2012 Spanish Computer Graphics Conference  
Several participating media rendering algorithms are based on ray marching: they integrate the variations of radiance along the volume covered by the participating media by splitting the path of light  ...  Any participating media rendering algorithm that is based on ray marching will benefit from the application of our technique by reducing the number of needed samples (and therefore, rendering time) and  ...  This research has been funded by the European Commission, Seventh Framework Programme, through the projects GOLEM (Marie Curie IAPP, grant agreement no.: 251415) and VERVE (Information and Communication  ... 
doi:10.2312/localchapterevents/ceig/ceig12/091-098 dblp:conf/ceig/Munoz12 fatcat:mf7yya5tkvecbaf7smesufabzi

Legendre Fluids: A Unified Framework for Analytic Reduced Space Modeling and Rendering of Participating Media [article]

Mohit Gupta, Srinivasa G. Narasimhan
2007 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation - SCA '04  
In this paper, we present a unified framework for reduced space modeling and rendering of dynamic and non- homogenous participating media, like snow, smoke, dust and fog.  ...  These mathematical results allow us to solve both the Navier-Stokes equations for fluid flow and light transport equations for single scattering efficiently in the reduced Legendre space.  ...  Acknowledgements We would like to thank Adam Bargteil for helpful technical discussions and the anonymous reviewers for their comments and suggestions.  ... 
doi:10.2312/sca/sca07/017-026 fatcat:zs4ncqdbtvestadyf3fyrdljfu

Interactive HDR lighting of dynamic participating media

Fernando Navarro, Diego Gutierrez, Francisco J. Serón
2008 The Visual Computer  
In this paper, we present two optimization techniques to light and render volumetric data of inhomogeneous participating media. Both are independent of the lighting model selected.  ...  The system can calculate single scattering in timevarying isotropic participating media with the incident field being modeled as a high dynamic range (HDR) environment map.  ...  Acknowledgements The authors would like to express their gratitude to Tim Hawkins, Per Einarsson and Paul Debevec from the USC Institute for Creative Technologies, for the captured smoke data and hdr images  ... 
doi:10.1007/s00371-008-0299-8 fatcat:2yrosxdy6vbqfphmwveogibi2e

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.  ...  AbstractParticipating media are frequent in real-world scenes, whether they contain milk, fruit juice, oil, or muddy water in a river or the ocean.  ...  [63] proposed an analytical solution for single scattering by participating media without boundaries under a point light, which can achieve a real-time frame rate.  ... 
doi:10.1007/s41095-021-0249-1 fatcat:vuvlmd5m7bg47gcpwmxq67nnlu

Illuminating the past: state of the art

Jassim Happa, Mark Mudge, Kurt Debattista, Alessandro Artusi, Alexandrino Gonçalves, Alan Chalmers
2010 Virtual Reality  
Finally, we also discuss the difficulties in rendering, documentation, validation and identify probable research challenges for the future.  ...  Virtual reconstruction and representation of historical environments and objects have been of research interest for nearly two decades.  ...  Participating Media The assumption is made in many computer graphics applications that light travels through vacuum.  ... 
doi:10.1007/s10055-010-0154-x fatcat:cn3qwv52svd7xgxmntbk5owr74

Real-Time Denoising of Volumetric Path Tracing for Direct Volume Rendering

Jose A. Iglesias-Guitian, Prajita Sukhdev Mane, Bochang Moon
2020 IEEE Transactions on Visualization and Computer Graphics  
This makes existing real-time denoisers, which take noise-free G-buffers as their input, less effective when denoising VPT images.  ...  Monte Carlo (MC) path tracing is often used with surface models, yet its application for volumetric models is difficult due to the complexity of integrating MC light-paths in volumetric media with none  ...  Kroes for Exposure Render.  ... 
doi:10.1109/tvcg.2020.3037680 pmid:33180727 fatcat:vrlecl52jncqhmazy46ntdagkq

Eikonal rendering

Ivo Ihrke, Gernot Ziegler, Art Tevs, Christian Theobalt, Marcus Magnor, Hans-Peter Seidel
2007 ACM SIGGRAPH 2007 papers on - SIGGRAPH '07  
Abstract We present a new method for real-time rendering of sophisticated lighting effects in and around refractive objects.  ...  Efficient GPU implementations for our algorithmic concepts enable us to render a combination of visual effects that were previously not reproducible in real-time.  ...  Acknowledgements We would like to thank Anders Sundstedt and Michael Schantin for help in scene modeling and GusGus for giving us permission to use their music in the video.  ... 
doi:10.1145/1275808.1276451 fatcat:7pmjaklbqbe2fhbhli4k2dft3a

Eikonal rendering

Ivo Ihrke, Gernot Ziegler, Art Tevs, Christian Theobalt, Marcus Magnor, Hans-Peter Seidel
2007 ACM Transactions on Graphics  
Abstract We present a new method for real-time rendering of sophisticated lighting effects in and around refractive objects.  ...  Efficient GPU implementations for our algorithmic concepts enable us to render a combination of visual effects that were previously not reproducible in real-time.  ...  Acknowledgements We would like to thank Anders Sundstedt and Michael Schantin for help in scene modeling and GusGus for giving us permission to use their music in the video.  ... 
doi:10.1145/1239451.1239510 fatcat:5prott3q3rfjvayi5jowjgguam

Eikonal rendering

Ivo Ihrke, Gernot Ziegler, Art Tevs, Christian Theobalt, Marcus Magnor, Hans-Peter Seidel
2007 ACM Transactions on Graphics  
Abstract We present a new method for real-time rendering of sophisticated lighting effects in and around refractive objects.  ...  Efficient GPU implementations for our algorithmic concepts enable us to render a combination of visual effects that were previously not reproducible in real-time.  ...  Acknowledgements We would like to thank Anders Sundstedt and Michael Schantin for help in scene modeling and GusGus for giving us permission to use their music in the video.  ... 
doi:10.1145/1276377.1276451 fatcat:dqngbeptqrg4xnyba63cbyzbjq
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