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dc.contributor.authorToth, Balazsen_US
dc.contributor.authorUmenhoffer, Tamasen_US
dc.contributor.editorP. Alliez and M. Magnoren_US
dc.date.accessioned2015-07-09T11:07:34Z
dc.date.available2015-07-09T11:07:34Z
dc.date.issued2009en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egs.20091048en_US
dc.description.abstractSimulating light scattering in participating media, such as dust, fog or smoke, can greatly improve the overall realism of the images. This volumetric effect has been well studied in the context of off-line rendering but is still challenging for interactive applications. In this paper we present a GPU-based algorithm to compute volumetric light-shafts generated by single scattering in participating media. The proposed method uses shadow maps to account for shadowing and interleaved sampling to maintain high frame rates without sacrificing image quality.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleReal-time Volumetric Lighting in Participating Mediaen_US
dc.description.seriesinformationEurographics 2009 - Short Papersen_US
dc.description.sectionheadersRenderingen_US
dc.identifier.doi10.2312/egs.20091048en_US
dc.identifier.pages57-60en_US


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