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