Real-time Volumetric Lighting in Participating Media
Abstract
Simulating light scattering in participating media, such as dust, fog or smoke, can greatly improve the overall realism of the images. This volumetric effect has been well studied in the context of off-line rendering but is still challenging for interactive applications. In this paper we present a GPU-based algorithm to compute volumetric light-shafts generated by single scattering in participating media. The proposed method uses shadow maps to account for shadowing and interleaved sampling to maintain high frame rates without sacrificing image quality.
BibTeX
@inproceedings {10.2312:egs.20091048,
booktitle = {Eurographics 2009 - Short Papers},
editor = {P. Alliez and M. Magnor},
title = {{Real-time Volumetric Lighting in Participating Media}},
author = {Toth, Balazs and Umenhoffer, Tamas},
year = {2009},
publisher = {The Eurographics Association},
DOI = {10.2312/egs.20091048}
}
booktitle = {Eurographics 2009 - Short Papers},
editor = {P. Alliez and M. Magnor},
title = {{Real-time Volumetric Lighting in Participating Media}},
author = {Toth, Balazs and Umenhoffer, Tamas},
year = {2009},
publisher = {The Eurographics Association},
DOI = {10.2312/egs.20091048}
}