This paper presents a more efficient way of computing single scattering effects in homogeneous participating media for real-time purposes than the currently popular ray-marching based algorithms. These effects include halos around light sources, volumetric shadows and crepuscular rays. By displacing the vertices of a base mesh with the depths from a standard shadow map, we construct a polygonal mesh that encloses the volume of space that is directly illuminated by a light source. Using this volume we can calculate the airlight contribution for each pixel by considering only points along the eye-ray where shadow-transitions occur. Unlike previous ray-marching methods, our method calculates the exact airlight contribution, with respect to the...
Figure 1. Our method needs only 2.2ms for single scattering using a 10242 shadow map and a 1920×1080...
Figure 1: (Left) A scene with no participating media, media with no shadows, and with imperfect voxe...
<div><p>Volumetric shadows often increase the realism of rendered scenes in computer graphics. Typic...
This paper presents a more efficient way of computing single scattering effects in homogeneous parti...
Real time rendering of atmospheric light scattering is one of the most difficult lighting effect to ...
International audienceReal time rendering of atmospheric light scattering is one of the most difficu...
Best PaperInternational audienceRendering mist, haze or fog remains a challenge in current computer ...
This paper introduces a new GPU-based, real-time method for rendering volumetric lighting effects pr...
Simulating light scattering in participating media, such as dust, fog or smoke, can greatly improve ...
Real time rendering of atmospheric light scattering is one of the most difficult lighting effect to ...
It is a challenge work to render natural lighting phenomena in real-time. A major reason is due to h...
This paper describes a fast, practical algorithm to compute the shadow boundariesin a polyhedral sce...
This paper presents an algorithm for shadow calculation in dynamic polyhedral scenes illuminated by ...
International audienceThis paper addresses the rendering of single scattering effects such as glows ...
The computation of soft shadows created by area light sources is a well-known problem in computer gr...
Figure 1. Our method needs only 2.2ms for single scattering using a 10242 shadow map and a 1920×1080...
Figure 1: (Left) A scene with no participating media, media with no shadows, and with imperfect voxe...
<div><p>Volumetric shadows often increase the realism of rendered scenes in computer graphics. Typic...
This paper presents a more efficient way of computing single scattering effects in homogeneous parti...
Real time rendering of atmospheric light scattering is one of the most difficult lighting effect to ...
International audienceReal time rendering of atmospheric light scattering is one of the most difficu...
Best PaperInternational audienceRendering mist, haze or fog remains a challenge in current computer ...
This paper introduces a new GPU-based, real-time method for rendering volumetric lighting effects pr...
Simulating light scattering in participating media, such as dust, fog or smoke, can greatly improve ...
Real time rendering of atmospheric light scattering is one of the most difficult lighting effect to ...
It is a challenge work to render natural lighting phenomena in real-time. A major reason is due to h...
This paper describes a fast, practical algorithm to compute the shadow boundariesin a polyhedral sce...
This paper presents an algorithm for shadow calculation in dynamic polyhedral scenes illuminated by ...
International audienceThis paper addresses the rendering of single scattering effects such as glows ...
The computation of soft shadows created by area light sources is a well-known problem in computer gr...
Figure 1. Our method needs only 2.2ms for single scattering using a 10242 shadow map and a 1920×1080...
Figure 1: (Left) A scene with no participating media, media with no shadows, and with imperfect voxe...
<div><p>Volumetric shadows often increase the realism of rendered scenes in computer graphics. Typic...