Real-time multiple scattering using light propagation volumes

M. Billeter, Erik Sintorn, Ulf Assarsson
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引用次数: 9

Abstract

This paper introduces a new GPU-based, real-time method for rendering volumetric lighting effects produced by scattering in a participating medium. The method includes support for indirect illumination by scattered light, high-quality single-scattered volumetric shadows, and approximate multiple scattered volumetric lighting effects in isotropic and homogeneous media. The method builds upon an improved propagation scheme for light propagation volumes. This scheme models scattering according to the radiative light transfer equation during propagation. The initial state of the light propagation volumes is based on single-scattered light identified with shadow maps; this allows generation of a high quality initial distribution of radiance. After propagation, the resulting distribution is used as a source of diffuse light during rendering and is also ray marched for volumetric effects from multiple scattering. Volumetric shadows from single-scattered light are rendered separately. We compare the new method to single-scattered volumetric shadows produced by contemporary techniques, plain light propagation volumes (which this new method extends), and a simple composition thereof.
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利用光传播体积的实时多重散射
本文介绍了一种新的基于gpu的实时渲染方法,用于在参与介质中散射产生的体积照明效果。该方法包括支持散射光的间接照明,高质量的单散射体积阴影,以及在各向同性和均匀介质中近似的多重散射体积照明效果。该方法建立在光传播体积的改进传播方案之上。该方案根据传播过程中的辐射光传递方程对散射进行建模。光传播体的初始状态是基于用阴影图识别的单散射光;这样可以产生高质量的初始辐射分布。传播后,生成的分布在渲染期间用作漫射光源,也用于多次散射的体积效果的射线行进。单个散射光的体积阴影分别渲染。我们将新方法与当代技术产生的单散射体积阴影、平面光传播体积(这种新方法扩展了)及其简单组成进行了比较。
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