2012
DOI: 10.1109/mcg.2011.106
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A Parallel Architecture for Interactively Rendering Scattering and Refraction Effects

Abstract: A new method for interactive rendering of complex lighting effects combines two algorithms. The first performs accurate ray tracing in heterogeneous refractive media to compute high-frequency phenomena. The second applies lattice-Boltzmann lighting to account for low-frequency multiple-scattering effects. The two algorithms execute in parallel on modern graphics hardware. This article includes a video animation of the authors' real-time algorithm rendering a variety of scenes.

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Cited by 11 publications
(9 citation statements)
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“…Early works in computer graphics [9], [10] simulated atmospheric phenomena by modeling the atmosphere with discrete layers. More general media is handled by effectively tracing linear ray segments at each step of a numerical solution of the differential ray equation, derived from either Eikonal equation [19], [20] or Fermat's principle [21], [22]. Similar methods [23], [24] have been proposed for modeling gravitational fields and dynamic systems.…”
Section: Piecewise Linear Propagation Pathsmentioning
confidence: 99%
“…Early works in computer graphics [9], [10] simulated atmospheric phenomena by modeling the atmosphere with discrete layers. More general media is handled by effectively tracing linear ray segments at each step of a numerical solution of the differential ray equation, derived from either Eikonal equation [19], [20] or Fermat's principle [21], [22]. Similar methods [23], [24] have been proposed for modeling gravitational fields and dynamic systems.…”
Section: Piecewise Linear Propagation Pathsmentioning
confidence: 99%
“…Photons with 26directional intensities are stored into each voxel, and they undergo a propagation process where the intensities in each voxel is distributed into its neighbouring voxels based on a diffusion heuristic. Bernabei et al [1] reduced the 26-directional intensities to six principle directions and introduced a ray marching procedure to deposit radiance into the voxels for rendering single scattering. In addition, Billeter et al [2] also used a ray marching framework for rendering single scattering effects, but only for participating media.…”
Section: Related Workmentioning
confidence: 99%
“…To correctly handle the light transport near detailed boundaries of translucent objects, high-resolution grids are needed, though makes the simulation difficult to fit into limited GPU memory even for relatively simple objects [28]. Recently, Bernabei et al [29] proposed to overcome the GPU memory limitation by localizing the computation of Lattice Boltzmann lighting. However, this method is not efficient in modeling the diffusion process over relatively long distances.…”
Section: Related Workmentioning
confidence: 99%