Filter-based real-time single scattering

Oliver Klehm, Hans-Peter Seidel, and Elmar Eisemann

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.


More Information

Citation

Oliver Klehm, Hans-Peter Seidel, and Elmar Eisemann, Filter-based real-time single scattering, 3, 2014.

BibTex

@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 },
}