Abstract | ||
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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 shadow map resolution, at real time frame rates.
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Year | Venue | Keywords |
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2010 | High Performance Graphics | popular ray-marching,polygonal mesh,volumetric shadow,light source,base mesh,shadow map resolution,standard shadow map,previous ray-marching method,airlight contribution,exact airlight contribution,polygonal light volume,real time volumetric shadow,shading,shadow mapping,real time |
Field | DocType | ISBN |
Computer vision,Polygon,Time frame,Computer graphics (images),Vertex (geometry),Computer science,Crepuscular rays,Shadow mapping,Artificial intelligence,Pixel,Scattering,Halo | Conference | 978-1-4503-0896-0 |
Citations | PageRank | References |
15 | 0.67 | 10 |
Authors | ||
3 |
Name | Order | Citations | PageRank |
---|---|---|---|
Markus Billeter | 1 | 153 | 13.30 |
Erik Sintorn | 2 | 262 | 20.06 |
Ulf Assarsson | 3 | 621 | 42.84 |