2016
DOI: 10.1111/cgf.13034
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Multiple Scattering Approximation in Heterogeneous Media by Narrow Beam Distributions

Abstract: Fast realistic rendering of objects in scattering media is still a challenging topic in computer graphics. In presence of participating media, a light beam is repeatedly scattered by media particles, changing direction and getting spread out. Explicitly evaluating this beam distribution would enable efficient simulation of multiple scattering events without involving costly stochastic methods. Narrow beam theory provides explicit equations that approximate light propagation in a narrow incident beam. Based on … Show more

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Cited by 3 publications
(3 citation statements)
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“…To more explicitly consider multiple scattering, traditional narrow beam theory [Ish78] has been applied to interactive and real‐time rendering. Following this theory, a number of approximations have been proposed to approximate the light contribution, including both single and multiple scattering from light sources located outside the volume [PAT∗ 04; SDS∗ 16]. Another popular approach is to simulate light propagation as a diffusion process.…”
Section: Related Workmentioning
confidence: 99%
“…To more explicitly consider multiple scattering, traditional narrow beam theory [Ish78] has been applied to interactive and real‐time rendering. Following this theory, a number of approximations have been proposed to approximate the light contribution, including both single and multiple scattering from light sources located outside the volume [PAT∗ 04; SDS∗ 16]. Another popular approach is to simulate light propagation as a diffusion process.…”
Section: Related Workmentioning
confidence: 99%
“…Modeling and rendering are two main topics about cloud animation in computer graphics. Much work concerns itself with rendering participating media [YIC*10, Har05, Yus14, SDS*16]. Meanwhile, a large number of methods have also been proposed to model cloud shapes [Har05, DSY10, YLH*14, JC16].…”
Section: Related Workmentioning
confidence: 99%
“…We exclude some materials in which single scattering can influence appearances significantly, such as low‐concentration liquid, low‐density cloud and fog [NGD*06, KF12, SZLG10]. Observer outside : Some participating media problems consider a global effect, meaning the medium involves the entire scene, including the viewpoint or camera [SDS*16, BSA12]. In contrast, BSSRDF approaches aim only to estimate the radiance leaving the translucent object and are limited to objects that the observer cannot enter. Backlit estimation : For thick objects, the majority of light will return to the boundary where it refracts.…”
Section: Introductionmentioning
confidence: 99%