Real-Time Smoke Rendering Using Compensated Ray Marching
Kun Zhou, Zhong Ren, Stephen Lin, Hujun Bao, Baining Guo, Heung-Yeung Shum
In ACM Transactions on Graphics, 27(3), August 2008.
Abstract: We present a real-time algorithm called compensated ray marching for rendering of smoke under dynamic low-frequency environment lighting. Our approach is based on a decomposition of the input smoke animation, represented as a sequence of volumetric density fields, into a set of radial basis functions (RBFs) and a sequence of residual fields. To expedite rendering, the source radiance distribution within the smoke is computed from only the low-frequency RBF approximation of the density fields, since the high-frequency residuals have little impact on global illumination under low-frequency environment lighting. Furthermore, in computing source radiances the contributions from single and multiple scattering are evaluated at only the RBF centers and then approximated at other points in the volume using an RBF-based interpolation. A slice-based integration of these source radiances along each view ray is then performed to render the final image. The high-frequency residual fields, which are a critical component in the local appearance of smoke, are compensated back into the radiance integral during this ray march to generate images of high detail.
Keyword(s): environment lighting, multiple scattering, participating media, perfect hashing, single scattering
Article URL: http://doi.acm.org/10.1145/1360612.1360635
BibTeX format:
@article{Zhou:2008:RSR,
  author = {Kun Zhou and Zhong Ren and Stephen Lin and Hujun Bao and Baining Guo and Heung-Yeung Shum},
  title = {Real-Time Smoke Rendering Using Compensated Ray Marching},
  journal = {ACM Transactions on Graphics},
  volume = {27},
  number = {3},
  pages = {36:1--36:12},
  month = aug,
  year = {2008},
}
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