The diffusion method is a good approximation inside the dense core of a cloud, but not at the more tenuous boundary regions. Also, it breaks down in regions where the density of scattering droplets is zero. We have enhanced it by using hardware cell projection volume rendering at cloud border voxels to account for the straight line light transport across these empty regions. We have also used this hardware volume rendering at key voxels in the low-density boundary regions to account for the multiple anisotropic scattering of the environment
This work presents a novel interactive algorithm for simulation of light transport in clouds. Exploi...
Normalized probability distribution of photon optical paths for radiative transfer equatons to deter...
International audienceThis paper surveys global illumination algorithms for environments including p...
The diffusion method is a good approximation inside the dense core of a cloud, but not at the more t...
International audienceWe propose an algorithm for the real time realistic simulation of multiple ani...
In this paper we show how Metropolis Light Transport can be extended both in the underlying theoreti...
The rendering of participating media still forms a big challenge for computer graphics. This remark ...
Figure 1: Production-quality clouds (600×400×300) rendered at 45 fps. Our solution gathers local ext...
For the rendering of multiple scattering effects in participating media, methods based on the diffus...
A diffusion model is developed for describing the propagation of optical pulses through dense scatte...
In this dissertation we focus on developing accurate and efficient Monte Carlo methods for synthesiz...
We present a new Monte Carlo method for solving the global illumination problem in environments with...
This work presents a novel interactive algorithm for simulation of light transport in clouds. Exploi...
Simulating the transport of light in volumes such as clouds or objects with subsurface scattering is...
This paper presents an interactive algorithm for simulation of light transport in clouds. Exploiting...
This work presents a novel interactive algorithm for simulation of light transport in clouds. Exploi...
Normalized probability distribution of photon optical paths for radiative transfer equatons to deter...
International audienceThis paper surveys global illumination algorithms for environments including p...
The diffusion method is a good approximation inside the dense core of a cloud, but not at the more t...
International audienceWe propose an algorithm for the real time realistic simulation of multiple ani...
In this paper we show how Metropolis Light Transport can be extended both in the underlying theoreti...
The rendering of participating media still forms a big challenge for computer graphics. This remark ...
Figure 1: Production-quality clouds (600×400×300) rendered at 45 fps. Our solution gathers local ext...
For the rendering of multiple scattering effects in participating media, methods based on the diffus...
A diffusion model is developed for describing the propagation of optical pulses through dense scatte...
In this dissertation we focus on developing accurate and efficient Monte Carlo methods for synthesiz...
We present a new Monte Carlo method for solving the global illumination problem in environments with...
This work presents a novel interactive algorithm for simulation of light transport in clouds. Exploi...
Simulating the transport of light in volumes such as clouds or objects with subsurface scattering is...
This paper presents an interactive algorithm for simulation of light transport in clouds. Exploiting...
This work presents a novel interactive algorithm for simulation of light transport in clouds. Exploi...
Normalized probability distribution of photon optical paths for radiative transfer equatons to deter...
International audienceThis paper surveys global illumination algorithms for environments including p...