Real Time Single Scattering Effects
نویسنده
چکیده
Rendering mist, haze or fog remains a challenge in current computer graphics since it is intrinsically a 3D problem. While the attenuation caused by fog is easy to implement, single scattering effects such as glows and shafts of light, that increase considerably the realism, are harder to render in realtime. This paper addresses the rendering of such effects along with volumetric shadows induced by shadow casters in the participating media. Whereas techniques related to shadow maps have been explored when rendering with single scattering, this paper proposes a real-time algorithm using the philosophy of shadow volumes, including volumetric shadows. With a spatial coherence method, simple shaders and an intensive use of the stencil buffer, we render the shadow planes in a back to front order to obtain the correct volumetric shadows. Therefore our method is easy to integrate in a graphics engine using the shadow volume technique since it requires only a little additional texture memory and is implemented with simple shaders. Realistic images can be produced in real-time for usual graphic scenes and at a high level framerate for complex scenes, allowing changes in the properties of participating medium, animations of objects and even light sources movements. Keywords— Single scattering, Real Time, Hardware rendering
منابع مشابه
Hydrodynamic damped pitch motion of tension leg platforms
Because of fluctuation in leg tension, pitch motion is very effective fatigue and life safety of leg elements in tension leg structures (TLSs). In this paper an exact solution for pitch vibration of a TLS interacting with ocean wave is presented. The legs of TLP are considered as elastic springs. The flow is assumed to be irrotational and single-valued velocity potentials are defined. The effec...
متن کاملSingle Scattering Effects for Computer Games
This paper addresses the rendering of single scattering effects such as glows and shafts of light, along with volumetric shadows induced by shadow casters in the participating media in real-time. Our method is easy to integrate in a video game graphics engine using the shadow volume technique since it requires only a little additional texture memory and is implemented with simple shaders. Reali...
متن کاملThermal Effects Study on Stimulated Brillouin Light Scattering in Photonic Crystal Fiber
we investigate the temperature-dependences of the Brillouin frequency shift in three different kind of single-mode fibers using a heterodyne method for sensing temperature. Positive dependences coefficients of 0.77, 0.56 and 1.45MHz/0C are demonstrated for 25 km long single-mode fiber, 10 km long non-zero dispersion shifted fiber and 100 m photonic crystal fiber, respectively. The results indic...
متن کاملIlluminating and Rendering Heterogeneous Participating Media in Real Time using Opacity Propagation
We present a new approach to illuminate and render single scattering effects in heterogeneous participating media in real time. The medium’s density is modeled as a sum of radial basis functions, and is then sampled into a first volumetric grid. We then integrate the extinction function from each light source to each cell in the volume by a fast cell-to-cell propagation process on the GPU, and ...
متن کاملSIGGRAPH Asia 2008 Scattering Course notes
We consider real-time rendering of scenes in participating media, capturing the effects of light scattering in fog, mist and haze. While a number of sophisticated approaches based on Monte Carlo and finite element simulation have been developed, those methods do not work at interactive rates. The most common real-time methods are essentially simple variants of the OpenGL fog model. While easy t...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
عنوان ژورنال:
دوره شماره
صفحات -
تاریخ انتشار 2012