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dc.contributor.authorHolzschuch, N.en_US
dc.contributor.editorDeussen, Oliver and Zhang, Hao (Richard)en_US
dc.date.accessioned2015-10-12T13:32:45Z
dc.date.available2015-10-12T13:32:45Z
dc.date.issued2015en_US
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12517en_US
dc.description.abstractVolume caustics are high‐frequency effects appearing in participating media with low opacity, when refractive interfaces are focusing the light rays. Refractions make them hard to compute, since screen locality does not correlate with spatial locality in the medium. In this paper, we give a new method for accurate computation of single scattering effects in a participating media enclosed by refractive interfaces. Our algorithm is based on the observation that although radiance along each camera ray is irregular, contributions from individual triangles are smooth. Our method gives more accurate results than existing methods, faster. It uses minimal information and requires no pre‐computation or additional data structures.Volume caustics are high‐frequency effects appearing in participating media with low opacity, when refractive interfaces are focusing the light rays. Refractions make them hard to compute, since screen locality does not correlate with spatial locality in the medium. In this paper, we give a new method for accurate computation of single scattering effects in a participating media enclosed by refractive interfaces. Our algorithm is based on the observation that although radiance along each camera ray is irregular, contributions from individual triangles are smooth. Our method gives more accurate results than existing methods, faster. It uses minimal information and requires no pre‐computation or additional data structures.en_US
dc.publisherCopyright © 2015 The Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectvolume renderingen_US
dc.subjectrenderingen_US
dc.subjectillumination renderingen_US
dc.subjectrenderingen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS)): I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism.Colour, shading, shadowing and textureen_US
dc.titleAccurate Computation of Single Scattering in Participating Media with Refractive Boundariesen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.sectionheadersArticlesen_US
dc.description.volume34en_US
dc.description.number6en_US
dc.identifier.doi10.1111/cgf.12517en_US


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