Title
Real-time multiple scattering using light propagation volumes
Abstract
This paper introduces a new GPU-based, real-time method for rendering volumetric lighting effects produced by scattering in a participating medium. The method includes support for indirect illumination by scattered light, high-quality single-scattered volumetric shadows, and approximate multiple scattered volumetric lighting effects in isotropic and homogeneous media. The method builds upon an improved propagation scheme for light propagation volumes. This scheme models scattering according to the radiative light transfer equation during propagation. The initial state of the light propagation volumes is based on single-scattered light identified with shadow maps; this allows generation of a high quality initial distribution of radiance. After propagation, the resulting distribution is used as a source of diffuse light during rendering and is also ray marched for volumetric effects from multiple scattering. Volumetric shadows from single-scattered light are rendered separately. We compare the new method to single-scattered volumetric shadows produced by contemporary techniques, plain light propagation volumes (which this new method extends), and a simple composition thereof.
Year
DOI
Venue
2012
10.1145/2159616.2159636
I3D
Keywords
DocType
Citations 
improved propagation scheme,plain light propagation volume,light propagation volume,radiative light transfer equation,approximate multiple scattered volumetric,real-time multiple scattering,single-scattered light,new method,diffuse light,high-quality single-scattered volumetric shadow,scattered light,real time,scattering,shadow mapping
Conference
5
PageRank 
References 
Authors
0.42
19
3
Name
Order
Citations
PageRank
Markus Billeter115313.30
Erik Sintorn226220.06
Ulf Assarsson362142.84