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dc.contributor.authorRiley, Kirken_US
dc.contributor.authorEbert, David S.en_US
dc.contributor.authorKraus, Martinen_US
dc.contributor.authorTessendorf, Jerryen_US
dc.contributor.authorHansen, Charlesen_US
dc.contributor.editorAlexander Keller and Henrik Wann Jensenen_US
dc.date.accessioned2014-01-27T14:30:31Z
dc.date.available2014-01-27T14:30:31Z
dc.date.issued2004en_US
dc.identifier.isbn3-905673-12-6en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGWR/EGSR04/375-386en_US
dc.description.abstractRendering of atmospheric bodies involves modeling the complex interaction of light throughout the highly scattering medium of water and air particles. Scattering by these particles creates many well-known atmospheric optical phenomena including rainbows, halos, the corona, and the glory. Unfortunately, most radiative transport approximations in computer graphics are ill-suited to render complex angularly dependent effects in the presence of multiple scattering at reasonable frame rates. Therefore, this paper introduces a multiple-model lighting system that efficiently captures these essential atmospheric effects. We have solved the rendering of fine angularly dependent effects in the presence of multiple scattering by designing a lighting approximation based upon multiple scattering phase functions. This model captures gradual blurring of chromatic atmospheric optical phenomena by handling the gradual angular spreading of the sunlight as it experiences multiple scattering events with anisotropic scattering particles. It has been designed to take advantage of modern graphics hardware; thus, it is capable of rendering these effects at near interactive frame rates.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleEfficient Rendering of Atmospheric Phenomenaen_US
dc.description.seriesinformationEurographics Workshop on Renderingen_US


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