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dc.contributor.authorGutierrez, Diegoen_US
dc.contributor.authorMunoz, Adolfoen_US
dc.contributor.authorAnson, Oscaren_US
dc.contributor.authorSeron, Francisco J.en_US
dc.contributor.editorKavita Bala and Philip Dutreen_US
dc.date.accessioned2014-01-27T14:49:03Z
dc.date.available2014-01-27T14:49:03Z
dc.date.issued2005en_US
dc.identifier.isbn3-905673-23-1en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGWR/EGSR05/291-300en_US
dc.description.abstractThis paper describes a novel extension of the photon mapping algorithm, capable of handling both volume multiple inelastic scattering and curved light paths simultaneously. The extension is based on the Full Radiative Transfer Equation (FRTE) and Fermat's law, and yields physically accurate, high-dynamic data than can be used for image generation or for other simulation purposes, such as driving simulators, underwater vision or lighting studies in architecture. Photons are traced into the participating medium with a varying index of refraction, and their curved trajectories followed (curved paths are the cause of certain atmospheric effects such as mirages or rippling desert images). Every time a photon is absorbed, a Russian roulette algorithm based on the quantum efficiency of the medium determines whether the inelastic scattering event takes place (causing volume fluorescence). The simulation of both underwater and atmospheric effects is shown, providing a global illumination solution without the restrictions of previous approaches.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realismen_US
dc.titleNon-linear Volume Photon Mappingen_US
dc.description.seriesinformationEurographics Symposium on Rendering (2005)en_US


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