{"title":"GPU Ray Marching用于参与媒体的实时渲染","authors":"J. Han, Hyunwoo Ki, Kyoungsu Oh","doi":"10.1109/ICCSA.2007.46","DOIUrl":null,"url":null,"abstract":"This paper presents a GPU based ray marching algorithm for real-time rendering of participating media. We fire a ray at each pixel being shaded on the cube surface, and then we find an intersection between the ray and inner-volume recorded by a 3D texture, using both linear and binary searches. At this intersection, the ray marches through the volume to compute radiance by single scattering of light. This technique can render isotropic as well as anisotropic participating media at tens frames per second on graphics hardware without any preprocessing loads.","PeriodicalId":386960,"journal":{"name":"2007 International Conference on Computational Science and its Applications (ICCSA 2007)","volume":"63 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2007-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"GPU Ray Marching for Real-Time Rendering of Participating Media\",\"authors\":\"J. Han, Hyunwoo Ki, Kyoungsu Oh\",\"doi\":\"10.1109/ICCSA.2007.46\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper presents a GPU based ray marching algorithm for real-time rendering of participating media. We fire a ray at each pixel being shaded on the cube surface, and then we find an intersection between the ray and inner-volume recorded by a 3D texture, using both linear and binary searches. At this intersection, the ray marches through the volume to compute radiance by single scattering of light. This technique can render isotropic as well as anisotropic participating media at tens frames per second on graphics hardware without any preprocessing loads.\",\"PeriodicalId\":386960,\"journal\":{\"name\":\"2007 International Conference on Computational Science and its Applications (ICCSA 2007)\",\"volume\":\"63 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2007-08-26\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2007 International Conference on Computational Science and its Applications (ICCSA 2007)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICCSA.2007.46\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2007 International Conference on Computational Science and its Applications (ICCSA 2007)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICCSA.2007.46","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
GPU Ray Marching for Real-Time Rendering of Participating Media
This paper presents a GPU based ray marching algorithm for real-time rendering of participating media. We fire a ray at each pixel being shaded on the cube surface, and then we find an intersection between the ray and inner-volume recorded by a 3D texture, using both linear and binary searches. At this intersection, the ray marches through the volume to compute radiance by single scattering of light. This technique can render isotropic as well as anisotropic participating media at tens frames per second on graphics hardware without any preprocessing loads.