Volumetric light scattering caused by participating media has been and still is a complicated, but visually pleasing lighting effect that increases the sense of realism of digital scenes tremendously. Various solutions to rendering these effects in real-time exist, basing themselves upon the single scattering approximation. Transparency is another difficult subject within the field of computer graphics, due to the constraint of having to somehow find the order of semi-transparent objects, or to approximate them independently of order. However, no prior research has focused on scenes in which both participating media and semi-transparent objects are present. While a technique such as Depth Peeling (Everitt, 2001) can be used to solve the pro...
Figure 1. Our method needs only 2.2ms for single scattering using a 10242 shadow map and a 1920×1080...
This work presents an approximate algorithm for computing light scattering within homogeneous partic...
We propose a new method to analyze light transport in homogeneous scattering media. The incident lig...
In this paper we propose a novel technique to perform real-time rendering of translucent inhomogeneo...
The simulation of the transport of light through non-empty media is of great importance in volume ...
This paper concerns real-time rendering of thin semi-transparent objects. An object in this category...
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...
Figure 1: We reproduce the blurring and colour shifts in participating media such as sea water from ...
This paper introduces a new GPU-based, real-time method for rendering volumetric lighting effects pr...
To synthesize realistic translucent materials in computer graphics, it is necessary to simulate the ...
Subsurface scattering within translucent objects is a complex phenomenon. Designing and rendering th...
We present an accelerated depth peeling algorithm for order-independent transparency rendering on gr...
Crepuscular rays form when light encounters an optically thick or opaque medium which masks out port...
This paper describes a method for recovering appearance of inner slices of translucent objects. The ...
Figure 1. Our method needs only 2.2ms for single scattering using a 10242 shadow map and a 1920×1080...
This work presents an approximate algorithm for computing light scattering within homogeneous partic...
We propose a new method to analyze light transport in homogeneous scattering media. The incident lig...
In this paper we propose a novel technique to perform real-time rendering of translucent inhomogeneo...
The simulation of the transport of light through non-empty media is of great importance in volume ...
This paper concerns real-time rendering of thin semi-transparent objects. An object in this category...
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...
Figure 1: We reproduce the blurring and colour shifts in participating media such as sea water from ...
This paper introduces a new GPU-based, real-time method for rendering volumetric lighting effects pr...
To synthesize realistic translucent materials in computer graphics, it is necessary to simulate the ...
Subsurface scattering within translucent objects is a complex phenomenon. Designing and rendering th...
We present an accelerated depth peeling algorithm for order-independent transparency rendering on gr...
Crepuscular rays form when light encounters an optically thick or opaque medium which masks out port...
This paper describes a method for recovering appearance of inner slices of translucent objects. The ...
Figure 1. Our method needs only 2.2ms for single scattering using a 10242 shadow map and a 1920×1080...
This work presents an approximate algorithm for computing light scattering within homogeneous partic...
We propose a new method to analyze light transport in homogeneous scattering media. The incident lig...