Filter-based Real-time Single Scattering using Rectified Shadow Maps
Oliver Klehm, Hans-Peter Seidel, Elmar Eisemann
In Journal of Computer Graphics Techniques (JCGT), 3(3), July 2014.
Abstract: Light scattering due to participating media is a complex process and difficult to simulate in real time because light can be scattered towards the camera from everywhere in space. In this work, we replace the usually-employed ray-marching with an efficient ray-independent texture filtering process, which leads to a significant acceleration. Our algorithm assumes single scattering media and takes a rectified shadow map as input, which can also be efficiently rectified by a new scheme, which we propose in this work. Our method is fast and almost resolution independent, while producing near-reference results. For this reason, it is a good candidate for performance-critical applications, such as games.
@article{Klehm:2014:FRSS,
author = {Oliver Klehm and Hans-Peter Seidel and Elmar Eisemann},
title = {Filter-based Real-time Single Scattering using Rectified Shadow Maps},
journal = {Journal of Computer Graphics Techniques (JCGT)},
volume = {3},
number = {3},
pages = {7--34},
month = jul,
year = {2014},
}
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