Volumetric effects such as beams of light through participating media are an important component in the appearance of the natural world. Many such effects can be faithfully modeled by a single scattering medium. In the presence of shadows, rendering these effects can be prohibitively expensive: current algorithms are based on ray marching, i.e., integrating the illumination scattered towards the camera along each view ray, modulated by visibility to the light source at each sample. Visibility must be determined for each sample using shadow rays or shadow-map lookups. We observe that in a suitably chosen coordinate system, the visibility function has a regular structure that we can exploit for significant acceleration compared to brute force...
Fig. 1. Volume renderings of a numerical flow simulation data set. (a) Volumetric ambient occlusion ...
In this article, we introduce and evaluate several new algorithmic improvements to Ray Hierarchies. ...
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 ...
This paper presents a more efficient way of computing single scattering effects in homogeneous parti...
International audienceReal time rendering of atmospheric light scattering is one of the most difficu...
International audienceWe present a new, fast algorithm for rendering physically-based soft shadows i...
Best PaperInternational audienceRendering mist, haze or fog remains a challenge in current computer ...
International audienceThis paper addresses the rendering of single scattering effects such as glows ...
It is a challenge work to render natural lighting phenomena in real-time. A major reason is due to h...
Volumetric shadows often increase the realism of rendered scenes in computer graphics. Typical volum...
We present a new, fast algorithm for rendering physically-based soft shadows in ray tracing-based re...
Figure 1. Our method needs only 2.2ms for single scattering using a 10242 shadow map and a 1920×1080...
this article we will examine two techniques to speed up shadow computations in ray tracing. The fir...
Visibility testing is an integral part of many computer graphics algorithms. For example, algorithms...
Fig. 1. Volume renderings of a numerical flow simulation data set. (a) Volumetric ambient occlusion ...
In this article, we introduce and evaluate several new algorithmic improvements to Ray Hierarchies. ...
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 ...
This paper presents a more efficient way of computing single scattering effects in homogeneous parti...
International audienceReal time rendering of atmospheric light scattering is one of the most difficu...
International audienceWe present a new, fast algorithm for rendering physically-based soft shadows i...
Best PaperInternational audienceRendering mist, haze or fog remains a challenge in current computer ...
International audienceThis paper addresses the rendering of single scattering effects such as glows ...
It is a challenge work to render natural lighting phenomena in real-time. A major reason is due to h...
Volumetric shadows often increase the realism of rendered scenes in computer graphics. Typical volum...
We present a new, fast algorithm for rendering physically-based soft shadows in ray tracing-based re...
Figure 1. Our method needs only 2.2ms for single scattering using a 10242 shadow map and a 1920×1080...
this article we will examine two techniques to speed up shadow computations in ray tracing. The fir...
Visibility testing is an integral part of many computer graphics algorithms. For example, algorithms...
Fig. 1. Volume renderings of a numerical flow simulation data set. (a) Volumetric ambient occlusion ...
In this article, we introduce and evaluate several new algorithmic improvements to Ray Hierarchies. ...
Simulating light scattering in participating media, such as dust, fog or smoke, can greatly improve ...