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RT
2005
Springer
13 years 10 months ago
Real-Time Multiple Scattering in Participating Media with Illumination Networks
This paper proposes a real-time method to compute multiple scattering in non-homogeneous participating media having general phase functions. The volume represented by a particle s...
László Szirmay-Kalos, Mateu Sbert, T...
RT
1997
Springer
13 years 8 months ago
Global Illumination Techniques for the Simulation of Participating Media
Abstract: This paper surveys global illumination algorithms for environments including participating media and accounting for multiple scattering. The objective of this survey is t...
Frederic Pérez, Xavier Pueyo, Franço...
I3D
2010
ACM
14 years 1 months ago
Cascaded Light Propagation Volumes for Real-Time Indirect Illumination
This paper introduces a new scalable technique for approximating indirect illumination in fully dynamic scenes for real-time applications, such as video games. We use lattices and...
Anton Kaplanyan, Carsten Dachsbacher
WSCG
2004
133views more  WSCG 2004»
13 years 5 months ago
Diffusion and Multiple Anisotropic Scattering for Global Illumination in Clouds
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 s...
Nelson Max, Greg Schussman, Ryo Miyazaki, Kei Iwas...
EGH
2010
Springer
13 years 2 months ago
Real time volumetric shadows using polygonal light volumes
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 b...
Markus Billeter, Erik Sintorn, Ulf Assarsson