Fogshop: Real-Time Design and Rendering of Inhomogeneous, Single-Scattering Media

Kun Zhou, Qiming Hou, Minmin Gong, John M. Snyder, B. Guo, H. Shum
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引用次数: 50

Abstract

We describe a new, analytic approximation to the airlight integral from scattering media whose density is modeled as a sum of Gaussians. The approximation supports real-time rendering of inhomogeneous media including their shadowing and scattering effects. For each Gaussian, this approximation samples the scattering integrand at the projection of its center along the view ray but models attenuation and shadowing with respect to the other Gaussians by integrating density along the fixed path from light source to 3D center to view point. Our method handles isotropic, single-scattering media illuminated by point light sources or low-frequency lighting environments. We also generalize models for reflectance of surfaces from constant-density to inhomogeneous media, using simple optical depth averaging in the direction of the light source or all around the receiver point. Our real-time renderer is incorporated into a system for real-time design and preview of realistic animated fog, steam, or smoke.
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雾铺:非均匀、单散射介质的实时设计和渲染
我们描述了一种新的,解析近似的航空积分从散射介质,其密度被建模为一个高斯和。该近似支持非均匀介质的实时渲染,包括它们的阴影和散射效果。对于每一个高斯,这个近似对其中心沿视点投影处的散射积分进行采样,但通过对从光源到3D中心到视点的固定路径上的密度积分来模拟相对于其他高斯的衰减和阴影。我们的方法处理由点光源或低频照明环境照亮的各向同性、单散射介质。我们还推广了从恒定密度到非均匀介质的表面反射率模型,使用光源方向或接收点周围的简单光学深度平均。我们的实时渲染器被整合到一个系统中,用于实时设计和预览逼真的动画雾,蒸汽或烟雾。
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