It is a challenge work to render natural lighting phenomena in real-time. A major reason is due to high computational expense to simulate the physical model of atmosphere scattering. Another is due to the lack of power and programmability in the graphic hardware. In this paper, we propose unified volumes representation for light shaft and shadow, which is an efficient method of simulating natural light shafts and shadows with atmospheric scattering effect. We give the analytic formula of light shaft without numerical integration and then make use of the current graphic hardware to implement the integral computation on each volume surface for scattering. Our approach can not only simulate the lighting effect with single light source but also...
Best PaperInternational audienceRendering mist, haze or fog remains a challenge in current computer ...
Rendering light shafts is one of the important topics in computer gaming and interactive application...
We consider real-time rendering of scenes in participating media, capturing the effects of light sca...
It is a challenge work to render natural lighting phenomena in real-time. A major reason is due to h...
Due to high computational expense of simulating the physical model of atmospheric effect, rendering ...
This paper presents an efficient method of simulating natural light shafts with atmospheric scatteri...
Real time rendering of atmospheric light scattering is one of the most difficult lighting effect to ...
This paper introduces a new GPU-based, real-time method for rendering volumetric lighting effects pr...
In the past, it is difficult to simulate light shafts effect in real-time. One major reason is the h...
International audienceReal time rendering of atmospheric light scattering is one of the most difficu...
Real time rendering of atmospheric light scattering is one of the most difficult lighting effect to ...
Simulating light scattering in participating media, such as dust, fog or smoke, can greatly improve ...
International audienceThis paper addresses the rendering of single scattering effects such as glows ...
In the real world, the visual perception of an object is completely determined by the object\u27s in...
This paper presents a more efficient way of computing single scattering effects in homogeneous parti...
Best PaperInternational audienceRendering mist, haze or fog remains a challenge in current computer ...
Rendering light shafts is one of the important topics in computer gaming and interactive application...
We consider real-time rendering of scenes in participating media, capturing the effects of light sca...
It is a challenge work to render natural lighting phenomena in real-time. A major reason is due to h...
Due to high computational expense of simulating the physical model of atmospheric effect, rendering ...
This paper presents an efficient method of simulating natural light shafts with atmospheric scatteri...
Real time rendering of atmospheric light scattering is one of the most difficult lighting effect to ...
This paper introduces a new GPU-based, real-time method for rendering volumetric lighting effects pr...
In the past, it is difficult to simulate light shafts effect in real-time. One major reason is the h...
International audienceReal time rendering of atmospheric light scattering is one of the most difficu...
Real time rendering of atmospheric light scattering is one of the most difficult lighting effect to ...
Simulating light scattering in participating media, such as dust, fog or smoke, can greatly improve ...
International audienceThis paper addresses the rendering of single scattering effects such as glows ...
In the real world, the visual perception of an object is completely determined by the object\u27s in...
This paper presents a more efficient way of computing single scattering effects in homogeneous parti...
Best PaperInternational audienceRendering mist, haze or fog remains a challenge in current computer ...
Rendering light shafts is one of the important topics in computer gaming and interactive application...
We consider real-time rendering of scenes in participating media, capturing the effects of light sca...