Real-Time Screen-Space Scattering in Homogeneous Environments

被引:6
作者
Elek, Oskar
Ritschel, Tobias
Seidel, Hans-Peter
机构
[1] Max Planck Institut Informatik, Charles University, Prague
关键词
LIGHT;
D O I
10.1109/MCG.2013.17
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
The proposed approximate algorithm computes light scattering in homogeneous participating environments in screen space. Instead of simulating full global illumination, this method models scattering by a physically based point spread function (PSF). To do this efficiently, the PSF is applied by performing a discrete hierarchical convolution in a texture MIP map. This method's main problem, illumination leaking, is solved through a custom anisotropic incremental filter. The solution is fully parallel, runs in hundreds of fps for the usual screen resolutions, and is directly applicable in most 2D and 3D rendering architectures. © 1981-2012 IEEE.
引用
收藏
页码:53 / 65
页数:13
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