: We present a new algorithm for simulating the effect of light travelling through volume objects. Such objects (haze, fog, clouds...) are usually modelized by voxel grids which define their density distribution in a discrete tridimensional space. The method we propose is a two-pass Monte-Carlo ray-tracing algorithm that does not make any restrictive assumptions neither about the characteristics of the objects (both arbitrary density distributions and phase functions are allowed) nor about the physical phenomena included in the rendering process (multiple scattering is accounted for). The driving idea of the algorithm is to use the phase function for Monte-Carlo sampling, in order to modify the direction of the ray during scattering. Keywo...
The field of volume visualization has undergone rapid development during the past years, both due to...
In order for computer generated imagery to recreate the characteristic visual appearance of phenomen...
Figure 1: We present a new rendering algorithm, unified points, beams, and paths (UPBP), for light t...
In recent years a number of techniques have been developed for rendering volume effects (haze, fog, ...
In recent years a number of techniques have been developed for rendering volume effects (haze, fog, ...
In recent years a number of techniques have been developed for rendering volume effects (haze, fog, ...
This paper presents new algorithms to trace objects represented by densities within a volume grid, e...
Many of current rendering methods for participating media need a large storage space a huge computat...
In recent years, a number of techniques have been developed for rendering volume effects (haze, fog,...
In this dissertation we focus on developing accurate and efficient Monte Carlo methods for synthesiz...
This paper presents a practical, high-quality, hardware-accelerated volume rendering approach includ...
: We propose a method for solving the global illumination problem with no restrictive assumptions co...
Abstract: In simulation of the light propagation the brightness of each ray is calculated ...
In recent years, it has become inevitable to use volume rendering techniques to create highly realis...
The field of volume visualization has undergone rapid development during the past years, both due to...
The field of volume visualization has undergone rapid development during the past years, both due to...
In order for computer generated imagery to recreate the characteristic visual appearance of phenomen...
Figure 1: We present a new rendering algorithm, unified points, beams, and paths (UPBP), for light t...
In recent years a number of techniques have been developed for rendering volume effects (haze, fog, ...
In recent years a number of techniques have been developed for rendering volume effects (haze, fog, ...
In recent years a number of techniques have been developed for rendering volume effects (haze, fog, ...
This paper presents new algorithms to trace objects represented by densities within a volume grid, e...
Many of current rendering methods for participating media need a large storage space a huge computat...
In recent years, a number of techniques have been developed for rendering volume effects (haze, fog,...
In this dissertation we focus on developing accurate and efficient Monte Carlo methods for synthesiz...
This paper presents a practical, high-quality, hardware-accelerated volume rendering approach includ...
: We propose a method for solving the global illumination problem with no restrictive assumptions co...
Abstract: In simulation of the light propagation the brightness of each ray is calculated ...
In recent years, it has become inevitable to use volume rendering techniques to create highly realis...
The field of volume visualization has undergone rapid development during the past years, both due to...
The field of volume visualization has undergone rapid development during the past years, both due to...
In order for computer generated imagery to recreate the characteristic visual appearance of phenomen...
Figure 1: We present a new rendering algorithm, unified points, beams, and paths (UPBP), for light t...