{"title":"Stochastic Light Culling for Single Scattering in Participating Media","authors":"S. Fujieda, Yusuke Tokuyoshi, T. Harada","doi":"10.2312/egs.20221023","DOIUrl":null,"url":null,"abstract":"We introduce a simple but efficient method to compute single scattering from point and arbitrarily shaped area light sources in participating media. Our method extends the stochastic light culling method to volume rendering by considering the intersection of a ray and spherical bounds of light influence ranges. For primary rays, this allows simple computation of the lighting in participating media without hierarchical data structures such as a light tree. First, we show how to combine equiangular sampling with the proposed light culling method in a simple case of point lights. We then apply it to arbitrarily shaped area lights by considering virtual point lights on the surface of area lights. Using our method, we are able to improve the rendering quality for scenes with many lights without tree construction and traversal.","PeriodicalId":72958,"journal":{"name":"Eurographics ... Workshop on 3D Object Retrieval : EG 3DOR. Eurographics Workshop on 3D Object Retrieval","volume":"20 6","pages":"21-24"},"PeriodicalIF":0.0000,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Eurographics ... Workshop on 3D Object Retrieval : EG 3DOR. Eurographics Workshop on 3D Object Retrieval","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2312/egs.20221023","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
We introduce a simple but efficient method to compute single scattering from point and arbitrarily shaped area light sources in participating media. Our method extends the stochastic light culling method to volume rendering by considering the intersection of a ray and spherical bounds of light influence ranges. For primary rays, this allows simple computation of the lighting in participating media without hierarchical data structures such as a light tree. First, we show how to combine equiangular sampling with the proposed light culling method in a simple case of point lights. We then apply it to arbitrarily shaped area lights by considering virtual point lights on the surface of area lights. Using our method, we are able to improve the rendering quality for scenes with many lights without tree construction and traversal.