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Real-time spectral scattering in large-scale natural participating media

Published:13 May 2010Publication History

ABSTRACT

Real-time rendering of participating media in nature presents a difficult problem. The reason is that realistic reproduction of such media requires a proper physical simulation in all cases. In our work we focus on real-time rendering of planetary atmospheres and large areas of water. We first formulate a physically-based model for simulation of light transport in these environments. This model accounts for all necessary light contributions --- direct illumination, indirect illumination caused by the scattered light and interreflections between the planetary surface and the atmospheric volume, as well as reflections from the seabed. We adopt the precomputation scheme presented in the previous works to precompute the colours of the arbitrarily dense atmosphere and large-scale water surfaces into a set of lookup tables. All these computations are fully spectral, which increases the realism. Finally we utilize these tables in a GPU-based algorithm that is capable of rendering a whole planet with its atmosphere from all viewpoints above the planetary surface. This approach is capable to achieve hundreds of frames per second on today's graphics hardware.

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  1. Real-time spectral scattering in large-scale natural participating media

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        cover image ACM Other conferences
        SCCG '10: Proceedings of the 26th Spring Conference on Computer Graphics
        May 2010
        180 pages
        ISBN:9781450305587
        DOI:10.1145/1925059

        Copyright © 2010 ACM

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        New York, NY, United States

        Publication History

        • Published: 13 May 2010

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