GPU ray marching for real-time rendering of participating media

被引:1
作者
Han, Jeonghun [1 ]
Ki, Hyunwoo [1 ]
Oh, Kyoungsu [1 ]
机构
[1] Soongsil Univ, Seoul, South Korea
来源
ICCSA 2007: PROCEEDINGS OF THE FIFTH INTERNATIONAL CONFERENCE ON COMPUTATIONAL SCIENCE AND APPLICATIONS | 2007年
关键词
real-time rendering; participating media; volume rendering; graphics hardware;
D O I
10.1109/ICCSA.2007.46
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
This paper presents a GPU based ray marching algorithm for real-time rendering of participating media. We fire a ray at each pixel being shaded on the cube surface, and then we find an intersection between the ray and inner-volume recorded by a 3D texture, using both linear and binary searches. At this intersection, the ray marches through the volume to compute radiance by single scattering of light. This technique can render isotropic as well as anisotropic participating media at tens frames per second on graphics hardware without any preprocessing loads.
引用
收藏
页码:499 / +
页数:3
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