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dc.contributor.authorLee, Richarden_US
dc.contributor.authorO'Sullivan, Carolen_US
dc.contributor.editorH.-C. Hege and R. Machiraju and T. Moeller and M. Srameken_US
dc.date.accessioned2014-01-29T17:53:53Z
dc.date.available2014-01-29T17:53:53Z
dc.date.issued2007en_US
dc.identifier.isbn978-3-905674-03-3en_US
dc.identifier.issn1727-8376en_US
dc.identifier.urihttp://dx.doi.org/10.2312/VG/VG07/017-023en_US
dc.description.abstractMonte Carlo path tracing is a simple and effective way to solve the volume rendering equation. However, propagating light paths through participating media can be very costly because of the need to simulate potentially many scattering events. This paper presents a simple technique to accelerate path tracing of homogeneous participating media. We use a traditional path tracer for scattering near the surface but switch to a new approach for handling paths that penetrate far enough inside the medium. These paths are determined by sampling from a set of precomputed probability distributions, which avoids the need to simulate individual scattering events or perform ray intersection tests with the environment. We demonstrate cases where our approach leads to accurate and more efficient rendering of participating media, including subsurface scattering in translucent materials.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Raytracingen_US
dc.titleAccelerated Light Propagation Through Participating Mediaen_US
dc.description.seriesinformationEurographics/IEEE VGTC Symposium on Volume Graphicsen_US


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