A practical analytic single scattering model for real time rendering

Bo Sun, R. Ramamoorthi, S. Narasimhan, S. Nayar
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引用次数: 110

Abstract

We consider real-time rendering of scenes in participating media, capturing the effects of light scattering in fog, mist and haze. While a number of sophisticated approaches based on Monte Carlo and finite element simulation have been developed, those methods do not work at interactive rates. The most common real-time methods are essentially simple variants of the OpenGL fog model. While easy to use and specify, that model excludes many important qualitative effects like glows around light sources, the impact of volumetric scattering on the appearance of surfaces such as the diffusing of glossy highlights, and the appearance under complex lighting such as environment maps. In this paper, we present an alternative physically based approach that captures these effects while maintaining real time performance and the ease-of-use of the OpenGL fog model. Our method is based on an explicit analytic integration of the single scattering light transport equations for an isotropic point light source in a homogeneous participating medium. We can implement the model in modern programmable graphics hardware using a few small numerical lookup tables stored as texture maps. Our model can also be easily adapted to generate the appearances of materials with arbitrary BRDFs, environment map lighting, and precomputed radiance transfer methods, in the presence of participating media. Hence, our techniques can be widely used in real-time rendering.
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一种实用的实时绘制单散射解析模型
我们考虑在参与媒体中实时渲染场景,捕捉光在雾,薄雾和阴霾中的散射效果。虽然一些基于蒙特卡罗和有限元模拟的复杂方法已经开发出来,但这些方法不能在交互速率下工作。最常见的实时方法本质上是OpenGL雾模型的简单变体。虽然易于使用和指定,但该模型排除了许多重要的定性影响,如光源周围的发光,体积散射对表面外观的影响,如光泽高光的扩散,以及复杂照明下的外观,如环境地图。在本文中,我们提出了一种基于物理的替代方法,在保持实时性能和易于使用的OpenGL雾模型的同时捕获这些效果。我们的方法是基于均匀参与介质中各向同性点光源的单散射光输运方程的显式解析积分。我们可以在现代可编程图形硬件中使用一些存储为纹理映射的小型数值查找表来实现该模型。我们的模型也可以很容易地适应生成具有任意brdf,环境地图照明和预先计算的辐射传输方法的材料的外观,在参与媒体的存在。因此,我们的技术可以广泛应用于实时渲染。
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Session details: I3D (symposium on interactive 3D graphics) Session details: Mesh manipulation Session details: Texture synthesis Session details: Precomputed light transport Session details: Hardware rendering
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