光照网络参与介质中的实时多重散射

László Szirmay-Kalos, M. Sbert, Tamás Umenhoffer
{"title":"光照网络参与介质中的实时多重散射","authors":"László Szirmay-Kalos, M. Sbert, Tamás Umenhoffer","doi":"10.2312/EGWR/EGSR05/277-282","DOIUrl":null,"url":null,"abstract":"This paper proposes a real-time method to compute multiple scattering in non-homogeneous participating media having general phase functions. The volume represented by a particle system is supposed to be static, but the lights and the camera may move. Lights can be arbitrarily close to the volume and can even be inside. Real-time performance is achieved by reusing light scattering paths that are generated with global line bundles traced in sample directions in a preprocessing phase. For each particle we obtain those other particles which can be seen in one of the sample directions, and their radiances toward the given particle. This information is stored in an illumination network that allows the fast iteration of the volumetric rendering equation. The illumination network can be stored in two-dimensional arrays indexed by the particles and the directions, respectively. Interpreting these two-dimensional arrays as texture maps, the iteration of the scattering steps can be efficiently executed by the graphics hardware, and the illumination can spread over the media in real-time.","PeriodicalId":363391,"journal":{"name":"Eurographics Symposium on Rendering","volume":"86 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2005-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"31","resultStr":"{\"title\":\"Real-time multiple scattering in participating media with illumination networks\",\"authors\":\"László Szirmay-Kalos, M. Sbert, Tamás Umenhoffer\",\"doi\":\"10.2312/EGWR/EGSR05/277-282\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper proposes a real-time method to compute multiple scattering in non-homogeneous participating media having general phase functions. The volume represented by a particle system is supposed to be static, but the lights and the camera may move. Lights can be arbitrarily close to the volume and can even be inside. Real-time performance is achieved by reusing light scattering paths that are generated with global line bundles traced in sample directions in a preprocessing phase. For each particle we obtain those other particles which can be seen in one of the sample directions, and their radiances toward the given particle. This information is stored in an illumination network that allows the fast iteration of the volumetric rendering equation. The illumination network can be stored in two-dimensional arrays indexed by the particles and the directions, respectively. Interpreting these two-dimensional arrays as texture maps, the iteration of the scattering steps can be efficiently executed by the graphics hardware, and the illumination can spread over the media in real-time.\",\"PeriodicalId\":363391,\"journal\":{\"name\":\"Eurographics Symposium on Rendering\",\"volume\":\"86 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2005-06-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"31\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Eurographics Symposium on Rendering\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.2312/EGWR/EGSR05/277-282\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Eurographics Symposium on Rendering","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2312/EGWR/EGSR05/277-282","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 31

摘要

本文提出了一种计算具有一般相函数的非均匀参与介质中多重散射的实时方法。粒子系统所代表的体积应该是静态的,但是灯光和摄像机可能会移动。灯光可以任意靠近体量,甚至可以在室内。在预处理阶段,通过在样品方向上跟踪全局线束产生的光散射路径,实现了实时性能。对于每一个粒子,我们得到在一个样本方向上可以看到的其他粒子,以及它们对给定粒子的辐射度。该信息存储在照明网络中,该网络允许快速迭代体绘制方程。光照网络可以存储在由粒子和方向分别索引的二维数组中。将这些二维数组解释为纹理映射,可以通过图形硬件有效地执行散射步骤的迭代,并且可以实时地在介质上传播照明。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Real-time multiple scattering in participating media with illumination networks
This paper proposes a real-time method to compute multiple scattering in non-homogeneous participating media having general phase functions. The volume represented by a particle system is supposed to be static, but the lights and the camera may move. Lights can be arbitrarily close to the volume and can even be inside. Real-time performance is achieved by reusing light scattering paths that are generated with global line bundles traced in sample directions in a preprocessing phase. For each particle we obtain those other particles which can be seen in one of the sample directions, and their radiances toward the given particle. This information is stored in an illumination network that allows the fast iteration of the volumetric rendering equation. The illumination network can be stored in two-dimensional arrays indexed by the particles and the directions, respectively. Interpreting these two-dimensional arrays as texture maps, the iteration of the scattering steps can be efficiently executed by the graphics hardware, and the illumination can spread over the media in real-time.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信