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A hierarchical volumetric shadow algorithm for single scattering

Published: 15 December 2010 Publication History

Abstract

Volumetric effects such as beams of light through participating media are an important component in the appearance of the natural world. Many such effects can be faithfully modeled by a single scattering medium. In the presence of shadows, rendering these effects can be prohibitively expensive: current algorithms are based on ray marching, i.e., integrating the illumination scattered towards the camera along each view ray, modulated by visibility to the light source at each sample. Visibility must be determined for each sample using shadow rays or shadow-map lookups. We observe that in a suitably chosen coordinate system, the visibility function has a regular structure that we can exploit for significant acceleration compared to brute force sampling. We propose an efficient algorithm based on partial sum trees for computing the scattering integrals in a single-scattering homogeneous medium. On a CPU, we achieve speedups of 17--120x over ray marching.

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  1. A hierarchical volumetric shadow algorithm for single scattering

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    cover image ACM Transactions on Graphics
    ACM Transactions on Graphics  Volume 29, Issue 6
    December 2010
    480 pages
    ISSN:0730-0301
    EISSN:1557-7368
    DOI:10.1145/1882261
    Issue’s Table of Contents
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 15 December 2010
    Published in TOG Volume 29, Issue 6

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    Author Tags

    1. global illumination
    2. volumetric scattering

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    • (2023)Collimated Whole Volume Light Scattering in Homogeneous Finite MediaIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2021.313576429:7(3145-3157)Online publication date: 1-Jul-2023
    • (2020)Cast Shadow Generation Using Generative Adversarial NetworksComputational Science – ICCS 202010.1007/978-3-030-50426-7_36(481-495)Online publication date: 15-Jun-2020
    • (2018)Photorealistic renderingMultimedia Tools and Applications10.1007/s11042-018-5834-777:19(25983-26008)Online publication date: 1-Oct-2018
    • (2018)Realistic real-time rendering of light shafts using blur filterMultimedia Tools and Applications10.1007/s11042-017-5267-877:13(17007-17022)Online publication date: 1-Jul-2018
    • (2017)Soft bilateral filtering volumetric shadows using cube shadow mapsPLOS ONE10.1371/journal.pone.017841512:6(e0178415)Online publication date: 20-Jun-2017
    • (2017)Expressive Single Scattering for Light Shaft StylizationIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2016.255411423:7(1753-1766)Online publication date: 1-Jul-2017
    • (2017)Realistic Rendering Colored Light Shafts Using Light TextureRecent Trends in Information and Communication Technology10.1007/978-3-319-59427-9_38(353-360)Online publication date: 27-May-2017
    • (2016)Beyond hard shadowsProceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games10.1145/2856400.2856402(159-170)Online publication date: 27-Feb-2016
    • (2015)Stylized scattering via transfer functions and occluder manipulationProceedings of the 41st Graphics Interface Conference10.5555/2788890.2788911(115-121)Online publication date: 3-Jun-2015
    • (2014)A Local Frequency Analysis of Light Scattering and AbsorptionACM Transactions on Graphics10.1145/262949033:5(1-17)Online publication date: 23-Sep-2014
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