Fast Multiple Scattering in Participating Media with Beamlet Decomposition

Yuanlong Wang, Ping Guo
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Abstract

We propose a fast algorithm which is based on the beam let decomposition for real-time rendering of scenes in participating media with multiple scattering. Firstly, the light source radiation is considered as composed by all particles in the media and each particle radiation is decomposed along different forward directions using the plane decomposition method. Then the multiple scattering radiation of one particle is calculated by the decomposition radiations from its adjacent particles and the light source. Finally, according to the multiple scattering radiation value of each particle, the radiation of the ray which is from viewpoint is calculated using ray marching method, which can be implemented on the graphics processing unit (GPU), and rendering process is highly parallel. The experimental results show that the algorithm can achieve real-time rendering efficiency and enhance the practicality of multiple scattering.
参与介质中的快速多重散射与束波分解
提出了一种基于波束分解的多散射参与介质场景实时渲染快速算法。首先,将光源辐射视为由介质中所有粒子组成,并采用平面分解方法对每个粒子辐射沿不同正向方向进行分解。然后利用相邻粒子与光源的分解辐射计算出一个粒子的多次散射辐射。最后,根据每个粒子的多重散射辐射值,采用射线推进法计算视点光线的辐射,该方法可在图形处理器(GPU)上实现,绘制过程高度并行。实验结果表明,该算法可以实现实时渲染效率,增强多次散射的实用性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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