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dc.contributor.authorRen, Zhongen_US
dc.contributor.authorZhou, Kunen_US
dc.contributor.authorLin, Stephenen_US
dc.contributor.authorGuo, Bainingen_US
dc.date.accessioned2015-02-21T18:00:45Z
dc.date.available2015-02-21T18:00:45Z
dc.date.issued2008en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2008.01343.xen_US
dc.description.abstractWe present a real-time rendering algorithm for inhomogeneous, single scattering media, where all-frequency shading effects such as glows, light shafts, and volumetric shadows can all be captured. The algorithm first computes source radiance at a small number of sample points in the medium, then interpolates these values at other points in the volume using a gradient-based scheme that is efficiently applied by sample splatting. The sample points are dynamically determined based on a recursive sample splitting procedure that adapts the number and locations of sample points for accurate and efficient reproduction of shading variations in the medium. The entire pipeline can be easily implemented on the GPU to achieve real-time performance for dynamic lighting and scenes. Rendering results of our method are shown to be comparable to those from ray tracing.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleGradient-based Interpolation and Sampling for Real-time Rendering of Inhomogeneous, Single-scattering Mediaen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume27en_US
dc.description.number7en_US
dc.identifier.doi10.1111/j.1467-8659.2008.01343.xen_US
dc.identifier.pages1945-1953en_US


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  • 27-Issue 7
    Pacific Graphics 2008 - Special Issue

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