dc.description.abstract | This article presents an algorithm for the realistic simulation, at near interactive rates, of globally illuminated scenes including participating media, isotropic and anisotropic. The proposed algorithm is divided in three phases: particle tracing, reconstruction and rendering. The particle tracing phase is based on the Monte Carlo light tracing. The goal of this phase is to deliver the light energy from the sources, over the scene’s object. In the reconstruction phase the algorithm derives one texture for each object in the scene, 2D textures for surfaces and 3D textures for participating media. Each texel represents the outgoing radiance, in a given direction, from a region of the object. The method uses density estimation techniques to compute the textures. In the final phase, the algorithm renders the textures using hardware graphics capabilities. | en_US |