In this paper we present a heuristic approach for simulating advanced light material interactions in the context of interactive volume rendering. In contrast to previous work, we are able to incorporate complex material functions, which allow to simulate reflectance and scattering. We exploit a common representation of these material properties based on spherical harmonic basis functions, to combine the achieved reflectance and scattering effects with natural lighting conditions, i. e., incorporating colored area light sources. To achieve these goals, we introduce a modified SH projection technique, which is not just tailored at a single material category, but adapts to the present material. Thus, reflecting and scattering materials as assi...
Dynamic area and volume lights are a common phenomenon in our world. Examples include illuminated ad...
Journal ArticleAbstract-Direct volume rendering is a commonly used technique in visualization applic...
Interactive rendering of translucent materials in virtual worlds has always proved to be challenging...
Subsurface scattering is a subtle and often overlooked phenomena responsible for the translucent eff...
An important task in volume rendering is the visualization of boundaries between materials. This is ...
In this paper we propose a novel technique to perform real-time rendering of translucent inhomogeneo...
Translucent materials exist all around us. They can be commonly found in materials such as marble, j...
Throughout its history, the field of computer graphics has been striving towards increased realism. ...
Realistic rendering of materials such as milk, fruits, wax, marble, and so on, requires the simulati...
Volume caustics are intricate illumination patterns formed by light first interacting with a specula...
The realism of a scene basically depends on the quality of the geometry, the illumination and the m...
This paper introduces a new GPU-based, real-time method for rendering volumetric lighting effects pr...
In this paper we propose a novel technique to perform real-time rendering of translucent inhomogeneo...
We consider real-time rendering of scenes in participating media, capturing the effects of light sca...
We describe a method for volume rendering using a spectral representation of colour instead of the t...
Dynamic area and volume lights are a common phenomenon in our world. Examples include illuminated ad...
Journal ArticleAbstract-Direct volume rendering is a commonly used technique in visualization applic...
Interactive rendering of translucent materials in virtual worlds has always proved to be challenging...
Subsurface scattering is a subtle and often overlooked phenomena responsible for the translucent eff...
An important task in volume rendering is the visualization of boundaries between materials. This is ...
In this paper we propose a novel technique to perform real-time rendering of translucent inhomogeneo...
Translucent materials exist all around us. They can be commonly found in materials such as marble, j...
Throughout its history, the field of computer graphics has been striving towards increased realism. ...
Realistic rendering of materials such as milk, fruits, wax, marble, and so on, requires the simulati...
Volume caustics are intricate illumination patterns formed by light first interacting with a specula...
The realism of a scene basically depends on the quality of the geometry, the illumination and the m...
This paper introduces a new GPU-based, real-time method for rendering volumetric lighting effects pr...
In this paper we propose a novel technique to perform real-time rendering of translucent inhomogeneo...
We consider real-time rendering of scenes in participating media, capturing the effects of light sca...
We describe a method for volume rendering using a spectral representation of colour instead of the t...
Dynamic area and volume lights are a common phenomenon in our world. Examples include illuminated ad...
Journal ArticleAbstract-Direct volume rendering is a commonly used technique in visualization applic...
Interactive rendering of translucent materials in virtual worlds has always proved to be challenging...