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
Link To Document