Filter-based real-time single scattering
Light scattering due to participating media is a complex process and difficult to simulate in real time because light can be scattered towards the camera from everywhere in space. In this work, we replace the usually-employed ray-marching with an efficient ray-independent texture filtering process, which leads to a significant acceleration. Our algorithm assumes single scattering media and takes a rectified shadow map as input, which can also be efficiently rectified by a new scheme, which we propose in this work. Our method is fast and almost resolution independent, while producing near-reference results. For this reason, it is a good candidate for performance-critical applications, such as games.
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@article{bib:klehm:2014, author = { Klehm, Oliver and Seidel, Hans-Peter and Eisemann, Elmar }, title = { Filter-based real-time single scattering }, volume = { 3 }, year = { 2014 }, url = { https://publications.graphics.tudelft.nl/papers/447 }, }