• DocumentCode
    41725
  • Title

    Real-Time Screen-Space Scattering in Homogeneous Environments

  • Author

    Elek, O. ; Ritschel, Tobias ; Seidel, H.

  • Volume
    33
  • Issue
    3
  • fYear
    2013
  • fDate
    May-June 2013
  • Firstpage
    53
  • Lastpage
    65
  • Abstract
    The proposed screen-space algorithm approximates light scattering in homogeneous participating environments, such as water. Instead of simulating full global illumination, this method models scattering by a physically based point spread function. A discrete hierarchical convolution in a texture MIP map makes the algorithm efficient, and a custom anisotropic incremental filter prevents illumination leaking.
  • Keywords
    computer graphics; anisotropic incremental filter; discrete hierarchical convolution; homogeneous environment; homogeneous participating environment; light scattering; point spread function; real-time screen-space scattering; texture MIP map; Approximation methods; Light scattering; Lighting; Media; Real time systems; Rendering (computer graphics); Scattering parameters; computer graphics; light scattering; participating media; real-time rendering; screen-space methods;
  • fLanguage
    English
  • Journal_Title
    Computer Graphics and Applications, IEEE
  • Publisher
    ieee
  • ISSN
    0272-1716
  • Type

    jour

  • DOI
    10.1109/MCG.2013.17
  • Filename
    6449233