Select to reload this page in the selected language.

Gradient-based Interpolation and Sampling for Real-time Rendering of Inhomogeneous, Single-scattering Media

Computer Graphics Forum | , Vol 27(7): pp. 1945-1953

论文与出版物

We present a real-time rendering algorithm for inhomogeneous, single scattering media, where all-frequency shading effects such as glows, light shafts, and volumetric shadows can all be captured. The algorithm first computes source radiance at a small number of sample points in the medium, then interpolates these values at other points in the volume using a gradient-based scheme that is efficiently applied by sample splatting. The sample points are dynamically determined based on a recursive sample splitting procedure that adapts the number and locations of sample points for accurate and efficient reproduction of shading variations in the medium. The entire pipeline can be easily implemented on the GPU to achieve real-time performance for dynamic lighting and scenes. Rendering results of our method are shown to be comparable to those from ray tracing.

你的隐私选择选择退出图标 你的隐私选择
消费者健康隐私 与 Microsoft 联系 隐私 管理 Cookie 使用条款 商标 关于我们的广告 京ICP备09042378号-6